L L4D2node

CTerrorMeleeWeapon::GetWeaponFireActivity

0x00568310 · 58 bytes · __thiscall

_ZN18CTerrorMeleeWeapon21GetWeaponFireActivityE17PlayerAnimEvent_t8Activity

Decompiled

undefined (3 params)

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

int __thiscall
CTerrorMeleeWeapon::GetWeaponFireActivity(CTerrorMeleeWeapon *this,undefined4 param_2,int param_3)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 0x1824);
  if (iVar2 != 0) {
    iVar1 = *(int *)(iVar2 + 8);
    if ((iVar1 == -1) || (param_3 != 1)) {
      iVar1 = *(int *)(iVar2 + 4);
    }
    return iVar1;
  }
  iVar2 = CWeaponCSBase::GetWeaponFireActivity();
  return iVar2;
}

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)