L L4D2node

CBaseAutoShotgun::GetWeaponReloadActivity

0x00524250 · 38 bytes · __cdecl

_ZN16CBaseAutoShotgun23GetWeaponReloadActivityE17PlayerAnimEvent_t8Activity

Decompiled

undefined (2 params)

/* CBaseAutoShotgun::GetWeaponReloadActivity(PlayerAnimEvent_t, Activity) */

int CBaseAutoShotgun::GetWeaponReloadActivity(undefined4 param_1,int param_2)

{
  int iVar1;
  
  iVar1 = 0x3cb;
  if ((param_2 != 6) && (iVar1 = 0x3c9, param_2 != 0x26)) {
    iVar1 = (param_2 != 5) + 0x3ca;
  }
  return iVar1;
}

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)