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 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.