CBaseCombatWeapon::ActivityOverride
0x00404560 · 102 bytes · __thiscall
_ZN17CBaseCombatWeapon16ActivityOverrideE8ActivityPb
Decompiled
undefined (3 params)
/* CBaseCombatWeapon::ActivityOverride(Activity, bool*) */
int __thiscall
CBaseCombatWeapon::ActivityOverride(CBaseCombatWeapon *this,int param_2,undefined1 *param_3)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
piVar2 = (int *)(**(code **)(*(int *)this + 0x594))(this);
iVar3 = (**(code **)(*(int *)this + 0x598))(this);
if (0 < iVar3) {
iVar4 = 0;
iVar1 = *piVar2;
while( true ) {
if (iVar1 == param_2) {
if (param_3 != (undefined1 *)0x0) {
*param_3 = (char)piVar2[2];
}
return piVar2[1];
}
iVar4 = iVar4 + 1;
piVar2 = piVar2 + 3;
if (iVar4 == iVar3) break;
iVar1 = *piVar2;
}
}
return param_2;
}
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.