L L4D2node

CStaticPropMgr::GetLightingOrigins

0x001e4650 · 101 bytes · __thiscall

_ZN14CStaticPropMgr18GetLightingOriginsEP6VectoriiPP17IClientRenderablei

Decompiled

undefined (6 params)

/* CStaticPropMgr::GetLightingOrigins(Vector*, int, int, IClientRenderable**, int) */

void __thiscall
CStaticPropMgr::GetLightingOrigins
          (CStaticPropMgr *this,Vector *param_1,int param_2,int param_3,IClientRenderable **param_4,
          int param_5)

{
  int iVar1;
  int iVar2;
  
  if (0 < param_3) {
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      iVar1 = (*(code *)**(undefined4 **)*param_4)(*param_4);
      param_4 = (IClientRenderable **)((int)param_4 + param_5);
      *(undefined4 *)param_1 = *(undefined4 *)(iVar1 + 0xb8);
      *(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar1 + 0xbc);
      *(undefined4 *)(param_1 + 8) = *(undefined4 *)(iVar1 + 0xc0);
      param_1 = param_1 + param_2;
    } while (iVar2 != param_3);
  }
  return;
}

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)