L L4D2node

CWeaponCSBase::GetWeaponDeployActivity

0x00441e60 · 10 bytes · __cdecl

_ZN13CWeaponCSBase23GetWeaponDeployActivityE17PlayerAnimEvent_t8Activity

Decompiled

undefined (2 params)

/* CWeaponCSBase::GetWeaponDeployActivity(PlayerAnimEvent_t, Activity) */

undefined4 CWeaponCSBase::GetWeaponDeployActivity(void)

{
  return 0x3b2;
}

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)