L L4D2node

CBaseCombatWeapon::ShouldDisplayReloadHUDHint

0x004061f0 · 141 bytes · __thiscall

_ZN17CBaseCombatWeapon26ShouldDisplayReloadHUDHintEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::ShouldDisplayReloadHUDHint() */

bool __thiscall CBaseCombatWeapon::ShouldDisplayReloadHUDHint(CBaseCombatWeapon *this)

{
  char cVar1;
  CBaseCombatCharacter *this_00;
  int iVar2;
  int iVar3;
  
  if (0 < *(int *)(this + 0x1480)) {
    return false;
  }
  this_00 = (CBaseCombatCharacter *)GetOwner(this);
  if ((((this_00 != (CBaseCombatCharacter *)0x0) &&
       (cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 != '\0')) &&
      (cVar1 = (**(code **)(*(int *)this + 0x548))(this), cVar1 != '\0')) &&
     (iVar3 = *(int *)(this + 0x1420), iVar2 = (**(code **)(*(int *)this + 0x510))(this),
     iVar3 < iVar2 / 2)) {
    iVar3 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
    return 0 < iVar3;
  }
  return false;
}

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)