L L4D2node

CStaticPropMgr::PropHasBakedLightingDisabled

0x001e4620 · 48 bytes · __thiscall

_ZNK14CStaticPropMgr28PropHasBakedLightingDisabledEP13IHandleEntity

Decompiled

undefined (2 params)

/* CStaticPropMgr::PropHasBakedLightingDisabled(IHandleEntity*) const */

byte __thiscall
CStaticPropMgr::PropHasBakedLightingDisabled(CStaticPropMgr *this,IHandleEntity *param_1)

{
  uint *puVar1;
  
  puVar1 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  return *(byte *)((*puVar1 & 0xfff) * 0xd8 + *(int *)(this + 0x20) + 0x3b) >> 6 & 1;
}

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)