L L4D2node

CTerrorMeleeWeapon::WeaponTranslateMainActivity

0x00568120 · 284 bytes · __thiscall

_ZN18CTerrorMeleeWeapon27WeaponTranslateMainActivityE8Activity

Decompiled

undefined (2 params)

/* CTerrorMeleeWeapon::WeaponTranslateMainActivity(Activity) */

int __thiscall
CTerrorMeleeWeapon::WeaponTranslateMainActivity(CTerrorMeleeWeapon *param_1,int param_2)

{
  int iVar1;
  char *pcVar2;
  
  iVar1 = CMeleeWeaponInfoStore::GetMeleeWeaponInfo
                    ((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(param_1 + 0x17e0));
  if (iVar1 == 0) {
    return param_2;
  }
  if (param_2 == 0x2d) {
    pcVar2 = (char *)(iVar1 + 0x21d);
  }
  else if (param_2 < 0x2e) {
    if (param_2 == 8) {
      pcVar2 = (char *)(iVar1 + 0x26d);
    }
    else if (param_2 < 9) {
      if (param_2 == 1) {
        pcVar2 = (char *)(iVar1 + 0x12d);
      }
      else {
        pcVar2 = (char *)(iVar1 + 0x17d);
        if (param_2 != 6) {
          return param_2;
        }
      }
    }
    else if (param_2 == 0xc) {
      pcVar2 = (char *)(iVar1 + 0x2bd);
    }
    else if (param_2 == 0x1d) {
      pcVar2 = (char *)(iVar1 + 0x4ed);
    }
    else {
      if (param_2 != 10) {
        return param_2;
      }
      pcVar2 = (char *)(iVar1 + 0x1cd);
    }
  }
  else if (param_2 == 0x1ff) {
    pcVar2 = (char *)(iVar1 + 0x3ad);
  }
  else if (param_2 < 0x200) {
    if (param_2 == 0x1fc) {
      pcVar2 = (char *)(iVar1 + 0x30d);
    }
    else {
      pcVar2 = (char *)(iVar1 + 0x35d);
      if (param_2 != 0x1fe) {
        return param_2;
      }
    }
  }
  else if (param_2 == 0x201) {
    pcVar2 = (char *)(iVar1 + 0x44d);
  }
  else if (param_2 < 0x201) {
    pcVar2 = (char *)(iVar1 + 0x3fd);
  }
  else {
    pcVar2 = (char *)(iVar1 + 0x49d);
    if (param_2 != 0x202) {
      return param_2;
    }
  }
  iVar1 = ActivityList_IndexForName(pcVar2);
  return iVar1;
}

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)