L L4D2node

CBaseCombatCharacter::Weapon_SetActivity

0x005f36f0 · 93 bytes · __cdecl

_ZN20CBaseCombatCharacter18Weapon_SetActivityE8Activityf

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::Weapon_SetActivity(Activity, float) */

void CBaseCombatCharacter::Weapon_SetActivity(int param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(param_1 + 0x19d4);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar2 + 4) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x005f374c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(puVar2 + 4) + 0x4d8))();
    return;
  }
  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)