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 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.