L L4D2node

CBaseCombatWeapon::DisplayReloadHudHint

0x00406290 · 80 bytes · __thiscall

_ZN17CBaseCombatWeapon20DisplayReloadHudHintEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::DisplayReloadHudHint() */

void __thiscall CBaseCombatWeapon::DisplayReloadHudHint(CBaseCombatWeapon *this)

{
  int iVar1;
  CBaseEntity *pCVar2;
  
  pCVar2 = (CBaseEntity *)GetOwner(this);
  UTIL_HudHintText(pCVar2,"valve_hint_reload");
  iVar1 = gpGlobals;
  this[0x1485] = (CBaseCombatWeapon)0x1;
  *(int *)(this + 0x1480) = *(int *)(this + 0x1480) + 1;
  *(float *)(this + 0x148c) = *(float *)(iVar1 + 0xc) + 7.0;
  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)