L L4D2node

CTerrorGun::SendWeaponAnim

0x005660f0 · 652 bytes · __thiscall

_ZN10CTerrorGun14SendWeaponAnimEi

Decompiled

undefined (2 params)

/* CTerrorGun::SendWeaponAnim(int) */

void __thiscall CTerrorGun::SendWeaponAnim(CTerrorGun *this,int param_1)

{
  float fVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  int iVar5;
  char *pcVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  
  iVar3 = (**(code **)(*(int *)this + 0x6bc))(this,param_1);
  piVar4 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar4 == (int *)0x0) goto LAB_00566161;
  if (param_1 == 0xb3) {
    if ((this[0x17e2] != (CTerrorGun)0x0) &&
       ((3 < *(int *)(this + 0x17dc) - 2U ||
        ((1 << ((byte)(*(int *)(this + 0x17dc) - 2U) & 0x1f) & 0xdU) == 0)))) {
      (**(code **)(*piVar4 + 0x7fc))(piVar4,4,0);
      iVar3 = *(int *)this;
      uVar7 = 0xd9;
      goto LAB_005661a9;
    }
  }
  else if ((param_1 == 0xc1) && (this[0x145d] == (CTerrorGun)0x0)) {
    (**(code **)(*piVar4 + 0x7fc))(piVar4,4,0);
    iVar3 = *(int *)this;
    uVar7 = 0xc1;
LAB_005661a9:
    iVar3 = (**(code **)(iVar3 + 0x6bc))(this,uVar7);
    cVar2 = (**(code **)(*(int *)this + 0x674))(this);
    PlayReloadSoundEffects(piVar4,iVar3,this,(-(uint)(cVar2 == '\0') & 0xfffffff6) + 0x10);
  }
  if (iVar3 != 0xb7) {
    if (piVar4[0xc] == 0) {
      iVar5 = 0;
    }
    else {
      iVar5 = piVar4[0xc] - *(int *)(gpGlobals + 0x58) >> 4;
    }
    if (*(int *)(GunDebugPlayerIndex._28_4_ + 0x30) == iVar5) {
      pcVar6 = (char *)ActivityList_NameForIndex(iVar3);
      iVar5 = (**(code **)(*(int *)this + 0x340))(this,iVar3);
      if (iVar5 < 0) {
        iVar5 = V_stristr(pcVar6,"holster");
        if (iVar5 == 0) {
          fVar1 = *(float *)(gpGlobals + 0xc);
          iVar5 = (**(code **)(*(int *)this + 0x638))(this);
          uVar7 = WeaponIDToAlias(iVar5);
          uVar8 = (**(code **)(*piVar4 + 0xb8))(piVar4);
          DevWarning("%s %s %s SendWeaponAnim(missing %s) @ %f!\n","server",uVar8,uVar7,pcVar6,
                     (double)fVar1);
        }
      }
      else {
        iVar5 = V_stristr(pcVar6,"idle");
        if (iVar5 == 0) {
          fVar1 = *(float *)(gpGlobals + 0xc);
          iVar5 = (**(code **)(*(int *)this + 0x638))(this);
          uVar7 = WeaponIDToAlias(iVar5);
          uVar8 = (**(code **)(*piVar4 + 0xb8))(piVar4);
          DevMsg("%s %s %s SendWeaponAnim(%s) @ %f\n","server",uVar8,uVar7,pcVar6,(double)fVar1);
        }
      }
    }
  }
LAB_00566161:
  CTerrorWeapon::SendWeaponAnim((CTerrorWeapon *)this,iVar3);
  return;
}

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)