CBaseCombatWeapon::ReloadOrSwitchWeapons
0x004073b0 · 349 bytes · __thiscall
_ZN17CBaseCombatWeapon21ReloadOrSwitchWeaponsEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::ReloadOrSwitchWeapons() */
undefined4 __thiscall CBaseCombatWeapon::ReloadOrSwitchWeapons(CBaseCombatWeapon *this)
{
float fVar1;
CBaseEdict *this_00;
char cVar2;
int *piVar3;
uint uVar4;
undefined4 uVar5;
int iVar6;
piVar3 = (int *)GetOwner(this);
if ((piVar3 == (int *)0x0) || (cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar2 == '\0')) {
piVar3 = (int *)0x0;
}
this[0x145a] = (CBaseCombatWeapon)0x0;
cVar2 = (**(code **)(*(int *)this + 0x40c))(this);
if (((cVar2 != '\0') ||
(fVar1 = *(float *)(gpGlobals + 0xc),
fVar1 < *(float *)(this + 0x13fc) || fVar1 == *(float *)(this + 0x13fc))) ||
(fVar1 < *(float *)(this + 0x1400) || fVar1 == *(float *)(this + 0x1400))) {
cVar2 = (**(code **)(*(int *)this + 0x548))(this);
if (((cVar2 != '\0') && (*(int *)(this + 0x1420) == 0)) &&
((uVar4 = (**(code **)(*(int *)this + 0x52c))(this), (uVar4 & 2) == 0 &&
((fVar1 = *(float *)(gpGlobals + 0xc),
*(float *)(this + 0x13fc) <= fVar1 && fVar1 != *(float *)(this + 0x13fc) &&
(*(float *)(this + 0x1400) <= fVar1 && fVar1 != *(float *)(this + 0x1400))))))) {
/* WARNING: Could not recover jumptable at 0x0040748d. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar5 = (**(code **)(*(int *)this + 0x468))();
return uVar5;
}
}
else {
uVar4 = (**(code **)(*(int *)this + 0x52c))(this);
if (((uVar4 & 4) == 0) &&
(uVar5 = (**(code **)(*g_pGameRules + 0x6c))(g_pGameRules,piVar3,this), (char)uVar5 != '\0'))
{
fVar1 = *(float *)(gpGlobals + 0xc) + 0.3;
if (fVar1 == *(float *)(this + 0x13fc)) {
return uVar5;
}
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(float *)(this + 0x13fc) = fVar1;
return uVar5;
}
}
return 0;
}
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.