L L4D2node

CBaseCombatWeapon::SendViewModelAnim

0x00406320 · 114 bytes · __thiscall

_ZN17CBaseCombatWeapon17SendViewModelAnimEi

Decompiled

undefined (2 params)

/* CBaseCombatWeapon::SendViewModelAnim(int) */

void __thiscall CBaseCombatWeapon::SendViewModelAnim(CBaseCombatWeapon *this,int param_1)

{
  char cVar1;
  CBasePlayer *this_00;
  int *piVar2;
  
  if (-1 < param_1) {
    this_00 = (CBasePlayer *)GetOwner(this);
    if (this_00 != (CBasePlayer *)0x0) {
      cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
      if (cVar1 != '\0') {
        piVar2 = (int *)CBasePlayer::GetViewModel(this_00,*(int *)(this + 0x13f8));
        if (piVar2 != (int *)0x0) {
          (**(code **)(*(int *)this + 0x3fc))(this);
                    /* WARNING: Could not recover jumptable at 0x00406388. Too many branches */
                    /* WARNING: Treating indirect jump as call */
          (**(code **)(*piVar2 + 0x3a4))();
          return;
        }
      }
    }
  }
  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)