L L4D2node

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 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)