L L4D2node

CRifle_SG552::WeaponTranslateMainActivity

0x00558190 · 116 bytes · __thiscall

_ZN12CRifle_SG55227WeaponTranslateMainActivityE8Activity

Decompiled

undefined (2 params)

/* CRifle_SG552::WeaponTranslateMainActivity(Activity) */

undefined4 __thiscall CRifle_SG552::WeaponTranslateMainActivity(CRifle_SG552 *this,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = CTerrorGun::IsOwnerZoomed((CTerrorGun *)this);
  if (cVar1 != '\0') {
    if (param_2 == 10) {
      return 0x407;
    }
    if (param_2 < 0xb) {
      if (param_2 == 1) {
        return 0x400;
      }
    }
    else {
      if (param_2 == 0x2d) {
        return 0x402;
      }
      if (param_2 == 0x1fc) {
        return 0x405;
      }
    }
  }
  uVar2 = CTerrorWeapon::WeaponTranslateMainActivity();
  return uVar2;
}

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)