CModelInfo::UsesStaticLighting
0x00193b40 · 62 bytes · __thiscall
_ZNK10CModelInfo18UsesStaticLightingEPK7model_t
Decompiled
undefined (2 params)
/* CModelInfo::UsesStaticLighting(model_t const*) const */
uint __thiscall CModelInfo::UsesStaticLighting(CModelInfo *this,model_t *param_1)
{
if (((param_1 != (model_t *)0x0) && (*(int *)(param_1 + 0x110) == 3)) &&
((*(uint *)(param_1 + 0x114) & 0x2000) != 0)) {
return (*(uint *)(param_1 + 0x114) >> 9 ^ 1) & 1 |
CONCAT31(SUB43(r_staticlight_streams._28_4_,1),
1 < *(int *)(r_staticlight_streams._28_4_ + 0x30));
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.