L L4D2node

CPistol::GetWeaponReloadActivity

0x00554950 · 36 bytes · __cdecl

_ZN7CPistol23GetWeaponReloadActivityE17PlayerAnimEvent_t8Activity

Decompiled

undefined (2 params)

/* CPistol::GetWeaponReloadActivity(PlayerAnimEvent_t, Activity) */

int CPistol::GetWeaponReloadActivity(int *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*param_1 + 0x674))(param_1);
  return (-(uint)(cVar1 == '\0') & 0xfffffd33) + 0x43e;
}

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)