CTerrorWeapon::SendWeaponAnim
0x0053df40 · 177 bytes · __thiscall
_ZN13CTerrorWeapon14SendWeaponAnimEi
Decompiled
undefined (2 params)
/* CTerrorWeapon::SendWeaponAnim(int) */
void __thiscall CTerrorWeapon::SendWeaponAnim(CTerrorWeapon *this,int param_1)
{
int iVar1;
int iVar2;
iVar1 = (**(code **)(*(int *)this + 0x6c4))(this,param_1);
iVar2 = (**(code **)(*(int *)this + 0x6bc))(this,0xb7);
if (((this[0x1528] == (CTerrorWeapon)0x0) && (param_1 != iVar2)) && (iVar1 == 0)) {
if (*(float *)(this + 0x154c) == -1.0) {
SetHelpingHandState(this,0);
}
else {
(**(code **)(*(int *)(this + 0x1548) + 4))(this + 0x1548,this + 0x154c);
*(undefined4 *)(this + 0x154c) = 0xbf800000;
SetHelpingHandState(this,0);
}
}
CWeaponCSBase::SendWeaponAnim((int)this);
return;
}
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.