CGrenadeLauncher::CalcViewmodelLayerActivity
0x0053a050 · 176 bytes · __thiscall
_ZNK16CGrenadeLauncher26CalcViewmodelLayerActivityE8Activity
Decompiled
undefined (2 params)
/* CGrenadeLauncher::CalcViewmodelLayerActivity(Activity) const */
int __thiscall CGrenadeLauncher::CalcViewmodelLayerActivity(undefined4 this,int param_2)
{
int iVar1;
if (param_2 == 0x336) {
return 0x337;
}
if (param_2 < 0x337) {
if (param_2 == 0xc1) {
return 0x4f0;
}
if (param_2 < 0xc2) {
iVar1 = 0x4fc;
if (param_2 != 0xb3) {
if (param_2 != 0xbf) {
return param_2;
}
return 0x4e4;
}
}
else {
iVar1 = 0x4e7;
if ((param_2 != 0xd9) && (iVar1 = 0x335, param_2 != 0x334)) {
return param_2;
}
}
}
else {
if (param_2 == 0x33c) {
return 0x33d;
}
if (param_2 < 0x33d) {
iVar1 = 0x339;
if (param_2 != 0x338) {
if (param_2 != 0x33a) {
return param_2;
}
return 0x33b;
}
}
else {
iVar1 = 0x33f;
if ((param_2 != 0x33e) && (iVar1 = 0x4e6, param_2 != 0x4e2)) {
return param_2;
}
}
}
return iVar1;
}
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.