CVEngineServer::LightStyle
0x0022c530 · 88 bytes · __thiscall
_ZN14CVEngineServer10LightStyleEiPKc
Decompiled
undefined (3 params)
/* CVEngineServer::LightStyle(int, char const*) */
void __thiscall CVEngineServer::LightStyle(CVEngineServer *this,int param_1,char *param_2)
{
code *pcVar1;
int *piVar2;
int iVar3;
if (param_2 == (char *)0x0) {
Sys_Error("LightStyle with NULL value!\n");
}
piVar2 = (int *)CBaseServer::GetLightStyleTable((CBaseServer *)&sv);
pcVar1 = *(code **)(*piVar2 + 0x2c);
iVar3 = _V_strlen(param_2);
(*pcVar1)(piVar2,param_1,iVar3 + 1,param_2);
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.