L L4D2node

CBaseCombatWeapon::GetViewModelSequenceDuration

0x00408350 · 202 bytes · __thiscall

_ZN17CBaseCombatWeapon28GetViewModelSequenceDurationEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::GetViewModelSequenceDuration() */

longdouble __thiscall CBaseCombatWeapon::GetViewModelSequenceDuration(CBaseCombatWeapon *this)

{
  int iVar1;
  char cVar2;
  CBasePlayer *this_00;
  CBaseAnimating *this_01;
  int iVar3;
  CStudioHdr *pCVar4;
  CStudioHdr *pCVar5;
  longdouble lVar6;
  
  this_00 = (CBasePlayer *)GetOwner(this);
  if (((this_00 == (CBasePlayer *)0x0) ||
      (cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar2 == '\0')) ||
     (this_01 = (CBaseAnimating *)CBasePlayer::GetViewModel(this_00,*(int *)(this + 0x13f8)),
     this_01 == (CBaseAnimating *)0x0)) {
    return (longdouble)0.0;
  }
  (**(code **)(*(int *)this + 0x3fc))(this);
  pCVar4 = *(CStudioHdr **)(this_01 + 0x13e0);
  iVar1 = *(int *)(this_01 + 0x494);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this_01);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(this_01 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(this_01);
      pCVar4 = *(CStudioHdr **)(this_01 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 == (CStudioHdr *)0x0) goto LAB_004083b7;
  }
  pCVar5 = (CStudioHdr *)0x0;
  if (*(int *)pCVar4 != 0) {
    pCVar5 = pCVar4;
  }
LAB_004083b7:
  lVar6 = (longdouble)CBaseAnimating::SequenceDuration(this_01,pCVar5,iVar1);
  return (longdouble)(float)lVar6;
}

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)