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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.