L L4D2node

CStaticPropMgr::GetLightCacheHandleForStaticProp

0x001e4720 · 84 bytes · __thiscall

_ZN14CStaticPropMgr32GetLightCacheHandleForStaticPropEP13IHandleEntity

Decompiled

undefined (2 params)

/* CStaticPropMgr::GetLightCacheHandleForStaticProp(IHandleEntity*) */

void __thiscall
CStaticPropMgr::GetLightCacheHandleForStaticProp(CStaticPropMgr *this,IHandleEntity *param_1)

{
  code *UNRECOVERED_JUMPTABLE;
  uint *puVar1;
  int *piVar2;
  
  puVar1 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  UNRECOVERED_JUMPTABLE = *(code **)(*(int *)modelrender + 0x18);
  piVar2 = (int *)((*puVar1 & 0xfff) * 0xd8 + *(int *)(this + 0x20));
  (**(code **)(*piVar2 + 0x110))(piVar2);
                    /* WARNING: Could not recover jumptable at 0x001e4772. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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)