CBaseCombatWeapon::IsViewModelSequenceFinished
0x00408430 · 104 bytes · __thiscall
_ZN17CBaseCombatWeapon27IsViewModelSequenceFinishedEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::IsViewModelSequenceFinished() */
undefined1 __thiscall CBaseCombatWeapon::IsViewModelSequenceFinished(CBaseCombatWeapon *this)
{
char cVar1;
CBasePlayer *this_00;
int iVar2;
if (*(int *)(this + 0x1448) + 1U < 2) {
return 1;
}
this_00 = (CBasePlayer *)GetOwner(this);
if (((this_00 != (CBasePlayer *)0x0) &&
(cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 != '\0')) &&
(iVar2 = CBasePlayer::GetViewModel(this_00,*(int *)(this + 0x13f8)), iVar2 != 0)) {
return *(undefined1 *)(iVar2 + 0x488);
}
return 0;
}
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.