L L4D2node

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 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)