L L4D2node

CTerrorMeleeWeapon::GetViewmodelMeleeActivity

0x00569110 · 67 bytes · __thiscall

_ZN18CTerrorMeleeWeapon25GetViewmodelMeleeActivityEv

Decompiled

undefined (1 param)

/* CTerrorMeleeWeapon::GetViewmodelMeleeActivity() */

void __thiscall CTerrorMeleeWeapon::GetViewmodelMeleeActivity(CTerrorMeleeWeapon *this)

{
  CMeleeWeaponInfo *pCVar1;
  
  pCVar1 = (CMeleeWeaponInfo *)
           CMeleeWeaponInfoStore::GetMeleeWeaponInfo
                     ((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(this + 0x17e0));
  if (pCVar1 != (CMeleeWeaponInfo *)0x0) {
    GetSecondaryAttackActivity(this,pCVar1);
    return;
  }
  CTerrorWeapon::GetViewmodelMeleeActivity();
  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)