L L4D2node

CTempEntsSystem::DynamicLight

0x008383e0 · 182 bytes · __thiscall

_ZN15CTempEntsSystem12DynamicLightER16IRecipientFilterfPK6Vectoriiiifff

Decompiled

undefined (11 params)

/* CTempEntsSystem::DynamicLight(IRecipientFilter&, float, Vector const*, int, int, int, int, float,
   float, float) */

void __thiscall
CTempEntsSystem::DynamicLight
          (CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,Vector *param_3,int param_4
          ,int param_5,int param_6,int param_7,float param_8,float param_9,float param_10)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  if (cVar1 != '\0') {
    return;
  }
  TE_DynamicLight(param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,param_10);
  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)