L L4D2node

CPainPills::TranslateViewmodelActivity

0x005523c0 · 393 bytes · __thiscall

_ZNK10CPainPills26TranslateViewmodelActivityE8Activity

Decompiled

undefined (2 params)

/* CPainPills::TranslateViewmodelActivity(Activity) const */

undefined4 __thiscall CPainPills::TranslateViewmodelActivity(undefined4 this,int param_2)

{
  undefined4 uVar1;
  
  if (param_2 == 0x3a0) {
    return 0x3a1;
  }
  if (param_2 < 0x3a1) {
    if (param_2 == 0x336) {
      return 0x3a0;
    }
    if (param_2 < 0x337) {
      if (param_2 == 0xb7) {
        return 0x59e;
      }
      if (param_2 < 0xb8) {
        if (param_2 == 0xb3) {
          return 0x59f;
        }
      }
      else {
        if (param_2 == 0xbf) {
          return 0x5a3;
        }
        if (param_2 == 0x334) {
          return 0x3a2;
        }
      }
    }
    else {
      if (param_2 == 0x33a) {
        return 0x3a8;
      }
      if (param_2 < 0x33b) {
        if (param_2 == 0x338) {
          return 0x3a4;
        }
      }
      else {
        if (param_2 == 0x33c) {
          return 0x3a6;
        }
        if (param_2 == 0x33e) {
          return 0x3aa;
        }
      }
    }
  }
  else {
    if (param_2 == 0x3aa) {
      return 0x3ab;
    }
    if (param_2 < 0x3ab) {
      if (param_2 == 0x3a4) {
        return 0x3a5;
      }
      if (param_2 < 0x3a5) {
        if (param_2 == 0x3a2) {
          return 0x3a3;
        }
      }
      else {
        if (param_2 == 0x3a6) {
          return 0x3a7;
        }
        if (param_2 == 0x3a8) {
          return 0x3a9;
        }
      }
    }
    else {
      if (param_2 == 0x59f) {
        return 0x5a0;
      }
      if (param_2 < 0x5a0) {
        if (param_2 == 0x4e2) {
          return 0x5a1;
        }
      }
      else {
        if (param_2 == 0x5a1) {
          return 0x5a2;
        }
        if (param_2 == 0x5a3) {
          return 0x5a4;
        }
      }
    }
  }
  uVar1 = CTerrorWeapon::TranslateViewmodelActivity();
  return uVar1;
}

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)