L L4D2node

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 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)