CWeaponCSBase::GetWeaponFireActivity
0x0043ecc0 · 105 bytes · __thiscall
_ZN13CWeaponCSBase21GetWeaponFireActivityE17PlayerAnimEvent_t8Activity
Decompiled
undefined (3 params)
/* CWeaponCSBase::GetWeaponFireActivity(PlayerAnimEvent_t, Activity) */
int __thiscall CWeaponCSBase::GetWeaponFireActivity(undefined4 this,int param_2,int param_3)
{
if (param_2 == 0x23) {
return (uint)(param_3 != 1) * 3 + 0x3b9;
}
if (param_2 < 0x24) {
if (param_2 == 0x22) {
return (uint)(param_3 != 1) * 3 + 0x3b8;
}
}
else {
if (param_2 == 0x24) {
return (uint)(param_3 != 1) * 3 + 0x3ba;
}
if (param_2 == 0x25) {
return (param_3 != 1) + 0x3bf;
}
}
return 0x3b3;
}
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.