L L4D2node

CItem_Adrenaline::CalcViewmodelLayerActivity

0x0053f1a0 · 139 bytes · __thiscall

_ZNK16CItem_Adrenaline26CalcViewmodelLayerActivityE8Activity

Decompiled

undefined (2 params)

/* CItem_Adrenaline::CalcViewmodelLayerActivity(Activity) const */

int __thiscall CItem_Adrenaline::CalcViewmodelLayerActivity(undefined4 this,int param_2)

{
  int iVar1;
  
  if (param_2 == 0x338) {
    return 0x339;
  }
  if (param_2 < 0x339) {
    iVar1 = 0x4e4;
    if (param_2 != 0xbf) {
      if (param_2 < 0xc0) {
        if (param_2 != 0xb3) {
          return param_2;
        }
        return 0x4fc;
      }
      if (param_2 != 0x334) {
        if (param_2 != 0x336) {
          return param_2;
        }
        return 0x337;
      }
      return 0x335;
    }
  }
  else {
    iVar1 = 0x33d;
    if (param_2 != 0x33c) {
      if (param_2 < 0x33d) {
        if (param_2 == 0x33a) {
          return 0x33b;
        }
      }
      else {
        if (param_2 == 0x33e) {
          return 0x33f;
        }
        if (param_2 == 0x4e2) {
          return 0x4e6;
        }
      }
      return param_2;
    }
  }
  return iVar1;
}

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)