L L4D2node

CColaBottles::GetWeaponFireActivity

0x00535f00 · 24 bytes · __cdecl

_ZN12CColaBottles21GetWeaponFireActivityE17PlayerAnimEvent_t8Activity

Decompiled

undefined (2 params)

/* CColaBottles::GetWeaponFireActivity(PlayerAnimEvent_t, Activity) */

int CColaBottles::GetWeaponFireActivity(undefined4 param_1,int param_2)

{
  return (-(uint)(param_2 - 0x22U < 4) & 0x424) - 1;
}

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)