L L4D2node

CTerrorWeapon::GetLayerForViewmodelActivity

0x0056c2c0 · 56 bytes · __thiscall

_ZNK13CTerrorWeapon28GetLayerForViewmodelActivityE8Activity

Decompiled

undefined (2 params)

/* CTerrorWeapon::GetLayerForViewmodelActivity(Activity) const */

char __thiscall CTerrorWeapon::GetLayerForViewmodelActivity(CTerrorWeapon *this,int param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  pcVar1 = *(code **)(*(int *)this + 0x6bc);
  uVar2 = (**(code **)(*(int *)this + 0x6c0))(this);
  iVar3 = (*pcVar1)(this,uVar2);
  return (iVar3 == param_2) * '\x03';
}

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)