L L4D2node

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 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)