CBaseCombatWeapon::FinishReload
0x004078c0 · 528 bytes · __thiscall
_ZN17CBaseCombatWeapon12FinishReloadEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::FinishReload() */
void __thiscall CBaseCombatWeapon::FinishReload(CBaseCombatWeapon *this)
{
CBaseEdict *pCVar1;
char cVar2;
CBaseCombatCharacter *this_00;
int iVar3;
int iVar4;
int iVar5;
this_00 = (CBaseCombatCharacter *)GetOwner(this);
if (this_00 != (CBaseCombatCharacter *)0x0) {
cVar2 = (**(code **)(*(int *)this + 0x548))(this);
if (cVar2 != '\0') {
iVar3 = (**(code **)(*(int *)this + 0x510))(this);
iVar5 = *(int *)(this + 0x1420);
iVar4 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
if (iVar3 - iVar5 < iVar4) {
iVar3 = (**(code **)(*(int *)this + 0x510))(this);
iVar5 = *(int *)(this + 0x1420);
iVar3 = iVar3 - iVar5;
}
else {
iVar3 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
iVar5 = *(int *)(this + 0x1420);
}
if (iVar3 + iVar5 != iVar5) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(int *)(this + 0x1420) = iVar3 + iVar5;
}
(**(code **)(*(int *)this_00 + 0x450))(this_00,iVar3,*(undefined4 *)(this + 0x1418));
}
cVar2 = (**(code **)(*(int *)this + 0x54c))(this);
if (cVar2 != '\0') {
iVar3 = (**(code **)(*(int *)this + 0x514))(this);
iVar5 = *(int *)(this + 0x1424);
iVar4 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x141c));
if (iVar3 - iVar5 < iVar4) {
iVar3 = (**(code **)(*(int *)this + 0x514))(this);
iVar5 = *(int *)(this + 0x1424);
iVar3 = iVar3 - iVar5;
}
else {
iVar3 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x141c));
iVar5 = *(int *)(this + 0x1424);
}
if (iVar3 + iVar5 != iVar5) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(int *)(this + 0x1424) = iVar3 + iVar5;
}
(**(code **)(*(int *)this_00 + 0x450))(this_00,iVar3,*(undefined4 *)(this + 0x141c));
}
if ((this[0x145d] != (CBaseCombatWeapon)0x0) && (this[0x1459] != (CBaseCombatWeapon)0x0)) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
this[0x1459] = (CBaseCombatWeapon)0x0;
return;
}
}
return;
}
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.