L L4D2node

CPistol::GetPrimaryAttackActivity

0x00554ae0 · 114 bytes · __thiscall

_ZNK7CPistol24GetPrimaryAttackActivityEv

Decompiled

undefined (1 param)

/* CPistol::GetPrimaryAttackActivity() const */

int __thiscall CPistol::GetPrimaryAttackActivity(CPistol *this)

{
  int iVar1;
  char cVar2;
  
  cVar2 = (**(code **)(*(int *)this + 0x674))(this);
  if (cVar2 == '\0') {
    return (-(uint)(*(int *)(this + 0x1420) == 0) & 3) + 0xbf;
  }
  iVar1 = *(int *)(this + 0x1420);
  if (iVar1 % 2 != 1) {
    return (-(uint)(iVar1 == 0) & 0x121) + 0xc0;
  }
  return (uint)(iVar1 == 1) * 3 + 0xbf;
}

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)