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 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.