CWeaponCSBase::GetViewModel
0x00441870 · 109 bytes · __cdecl
_ZNK13CWeaponCSBase12GetViewModelEi
Decompiled
undefined (1 param)
/* CWeaponCSBase::GetViewModel(int) const */
int CWeaponCSBase::GetViewModel(int param_1)
{
char cVar1;
int iVar2;
undefined4 uStack00000008;
iVar2 = GetPlayerOwner((CWeaponCSBase *)param_1);
if (iVar2 == 0) {
uStack00000008 = 0;
iVar2 = CBaseCombatWeapon::GetViewModel(param_1);
return iVar2;
}
cVar1 = CCSPlayer::HasShield();
if (cVar1 != '\0') {
iVar2 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)param_1);
if (*(char *)(iVar2 + 0x8ac) != '\0') {
iVar2 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)param_1);
return iVar2 + 0x8dd;
}
}
iVar2 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)param_1);
return iVar2 + 0xa6;
}
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.