L L4D2node

CTerrorWeaponInfo::GetViewModelName

0x00570d80 · 163 bytes · __thiscall

_ZNK17CTerrorWeaponInfo16GetViewModelNameEPKcb

Decompiled

undefined (3 params)

/* CTerrorWeaponInfo::GetViewModelName(char const*, bool) const */

CTerrorWeaponInfo * __thiscall
CTerrorWeaponInfo::GetViewModelName(CTerrorWeaponInfo *this,char *param_1,bool param_2)

{
  KeyValues *this_00;
  CTerrorWeaponInfo *pCVar1;
  int in_GS_OFFSET;
  CFmtStrN<256> local_12c [5];
  char local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((!param_2) || (pCVar1 = this + 0xc78, this[0xc78] == (CTerrorWeaponInfo)0x0)) {
    this_00 = (KeyValues *)CTerrorGameRules::GetMissionCurrentMap((KeyValues **)0x0);
    if (this_00 != (KeyValues *)0x0) {
      CFmtStrN<256>::CFmtStrN(local_12c,"%sArmsVariant",param_1);
      pCVar1 = (CTerrorWeaponInfo *)KeyValues::GetString(this_00,local_127,"");
      if ((pCVar1 != (CTerrorWeaponInfo *)0x0) && (*pCVar1 != (CTerrorWeaponInfo)0x0))
      goto LAB_00570e07;
    }
    pCVar1 = this + 0xa6;
  }
LAB_00570e07:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return pCVar1;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)