L L4D2node

CBaseAnimating::SetLightingOrigin

0x005dfc40 · 171 bytes · __thiscall

_ZN14CBaseAnimating17SetLightingOriginE8string_t

Decompiled

undefined (2 params)

/* CBaseAnimating::SetLightingOrigin(string_t) */

void __thiscall CBaseAnimating::SetLightingOrigin(CBaseAnimating *this,char *param_2)

{
  int iVar1;
  undefined1 *puVar2;
  
  if (param_2 == (char *)0x0) {
    (**(code **)(*(int *)this + 0x3a0))(this,0);
  }
  else {
    iVar1 = CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (iVar1 == 0) {
      puVar2 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
        puVar2 = *(undefined1 **)(this + 0x7c);
      }
      DevWarning("%s: Could not find lighting origin entity named \'%s\'!\n",puVar2,param_2);
      return;
    }
    (**(code **)(*(int *)this + 0x3a0))(this,iVar1);
  }
  *(char **)(this + 0x51c) = 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)