L L4D2node

CPropaneTank::TranslateViewmodelActivity

0x00556070 · 96 bytes · __thiscall

_ZNK12CPropaneTank26TranslateViewmodelActivityE8Activity

Decompiled

undefined (2 params)

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

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

{
  undefined4 uVar1;
  
  if (param_2 == 0xbc) {
    return 0x5ad;
  }
  if (param_2 < 0xbd) {
    if (param_2 == 0xb3) {
      return 0x5ab;
    }
    uVar1 = 0x5aa;
    if (param_2 != 0xb7) {
LAB_005560b5:
      uVar1 = CTerrorWeapon::TranslateViewmodelActivity();
      return uVar1;
    }
  }
  else {
    if (param_2 == 0xbe) {
      return 0x5ac;
    }
    uVar1 = 0x5ae;
    if (param_2 != 0x4e2) goto LAB_005560b5;
  }
  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)