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 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.