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 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.