L L4D2node

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 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)