CBaseSniperRifle::WeaponTranslateMainActivity
0x00528c30 · 116 bytes · __thiscall
_ZN16CBaseSniperRifle27WeaponTranslateMainActivityE8Activity
Decompiled
undefined (2 params)
/* CBaseSniperRifle::WeaponTranslateMainActivity(Activity) */
undefined4 __thiscall
CBaseSniperRifle::WeaponTranslateMainActivity(CBaseSniperRifle *this,int param_2)
{
char cVar1;
undefined4 uVar2;
cVar1 = CTerrorGun::IsOwnerZoomed((CTerrorGun *)this);
if (cVar1 != '\0') {
if (param_2 == 10) {
return 0x3f5;
}
if (param_2 < 0xb) {
if (param_2 == 1) {
return 0x3fc;
}
}
else {
if (param_2 == 0x2d) {
return 0x3fd;
}
if (param_2 == 0x1fc) {
return 0x3fe;
}
}
}
uVar2 = CTerrorWeapon::WeaponTranslateMainActivity();
return uVar2;
}
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.