CPistol::GetWeaponFireActivity
0x005553d0 · 81 bytes · __cdecl
_ZN7CPistol21GetWeaponFireActivityE17PlayerAnimEvent_t8Activity
Decompiled
undefined (2 params)
/* CPistol::GetWeaponFireActivity(PlayerAnimEvent_t, Activity) */
int CPistol::GetWeaponFireActivity(int *param_1,int param_2)
{
char cVar1;
int iVar2;
if (param_2 - 0x22U < 4) {
iVar2 = CWeaponCSBase::GetWeaponFireActivity();
return iVar2;
}
cVar1 = (**(code **)(*param_1 + 0x674))(param_1);
if (cVar1 == '\0') {
return 0x42c;
}
return (param_2 != 0x28) + 0x439;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.