L L4D2node

Mod_LoadSurfaceLightingV1

0x001972d0 · 134 bytes · __cdecl

_Z25Mod_LoadSurfaceLightingV1P18msurfacelighting_tP7dface_tP13ColorRGBExp32

Decompiled

undefined (3 params)

/* Mod_LoadSurfaceLightingV1(msurfacelighting_t*, dface_t*, ColorRGBExp32*) */

bool Mod_LoadSurfaceLightingV1(msurfacelighting_t *param_1,dface_t *param_2,ColorRGBExp32 *param_3)

{
  msurfacelighting_t mVar1;
  
  *(short *)(param_1 + 4) = (short)*(undefined4 *)(param_2 + 0x24);
  *(short *)(param_1 + 6) = (short)*(undefined4 *)(param_2 + 0x28);
  *(short *)param_1 = (short)*(undefined4 *)(param_2 + 0x1c);
  *(short *)(param_1 + 2) = (short)*(undefined4 *)(param_2 + 0x20);
  if ((param_3 == (ColorRGBExp32 *)0x0) || (*(int *)(param_2 + 0x14) == -1)) {
    *(undefined4 *)(param_1 + 0x1c) = 0;
    param_1[0x18] = (msurfacelighting_t)0xff;
    param_1[0x19] = (msurfacelighting_t)0xff;
    param_1[0x1a] = (msurfacelighting_t)0xff;
    param_1[0x1b] = (msurfacelighting_t)0xff;
  }
  else {
    *(ColorRGBExp32 **)(param_1 + 0x1c) = param_3 + *(int *)(param_2 + 0x14);
    mVar1 = *(msurfacelighting_t *)(param_2 + 0x10);
    param_1[0x18] = mVar1;
    param_1[0x19] = *(msurfacelighting_t *)(param_2 + 0x11);
    param_1[0x1a] = *(msurfacelighting_t *)(param_2 + 0x12);
    param_1[0x1b] = *(msurfacelighting_t *)(param_2 + 0x13);
    if ((byte)((char)mVar1 - 1U) < 0xfe) {
      return true;
    }
  }
  return param_1[0x19] != (msurfacelighting_t)0xff;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)