L L4D2node

CTerrorMeleeWeapon::GetWeaponDeployActivity

0x00568290 · 56 bytes · __cdecl

_ZN18CTerrorMeleeWeapon23GetWeaponDeployActivityE17PlayerAnimEvent_t8Activity

Decompiled

undefined (2 params)

/* CTerrorMeleeWeapon::GetWeaponDeployActivity(PlayerAnimEvent_t, Activity) */

undefined4 CTerrorMeleeWeapon::GetWeaponDeployActivity(int param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = CMeleeWeaponInfoStore::GetMeleeWeaponInfo
                    ((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(param_1 + 0x17e0));
  if (iVar1 != 0) {
    uVar2 = ActivityList_IndexForName((char *)(iVar1 + 0x53d));
    return uVar2;
  }
  return 0x3b2;
}

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)