L L4D2node

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 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)