L L4D2node

CBaseCSGrenade::WeaponTranslateMainActivity

0x0043c7c0 · 216 bytes · __thiscall

_ZN14CBaseCSGrenade27WeaponTranslateMainActivityE8Activity

Decompiled

undefined (2 params)

/* CBaseCSGrenade::WeaponTranslateMainActivity(Activity) */

undefined4 __thiscall CBaseCSGrenade::WeaponTranslateMainActivity(CBaseCSGrenade *this,int param_2)

{
  undefined4 uVar1;
  
  if ((this[0x17dd] != (CBaseCSGrenade)0x0) || (0.0 < *(float *)(this + 0x17e0))) {
    if (param_2 == 0x1fc) {
      return 0x3eb;
    }
    if (param_2 < 0x1fd) {
      if (param_2 == 10) {
        return 0x3ec;
      }
      if (param_2 < 0xb) {
        if (param_2 == 1) {
          return 0x3e9;
        }
        if (param_2 == 6) {
          return 0x3ed;
        }
      }
      else {
        if (param_2 == 0xc) {
          return 0x3ee;
        }
        if (param_2 == 0x2d) {
          return 0x3ea;
        }
      }
    }
    else {
      if (param_2 == 0x200) {
        return 0x3e9;
      }
      if (param_2 < 0x201) {
        if (param_2 == 0x1fe) {
          return 0x3ef;
        }
        if (param_2 == 0x1ff) {
          return 0x3f0;
        }
      }
      else {
        if (param_2 == 0x201) {
          return 0x3ed;
        }
        if (param_2 == 0x202) {
          return 0x3ec;
        }
      }
    }
  }
  uVar1 = CTerrorWeapon::WeaponTranslateMainActivity();
  return uVar1;
}

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)