L L4D2node

CStaticPropMgr::RecomputeStaticLighting

0x001e46d0 · 70 bytes · __thiscall

_ZN14CStaticPropMgr23RecomputeStaticLightingEv

Decompiled

undefined (1 param)

/* CStaticPropMgr::RecomputeStaticLighting() */

void __thiscall CStaticPropMgr::RecomputeStaticLighting(CStaticPropMgr *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x2c) + -1;
  iVar3 = iVar2 * 0xd8;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      piVar1 = (int *)(*(int *)(this + 0x20) + iVar3);
      iVar3 = iVar3 + -0xd8;
      (**(code **)(*piVar1 + 0xe0))(piVar1);
    } while (iVar2 != -1);
  }
  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)