L L4D2node

CBasePlayer::AbortReload

0x00416de0 · 54 bytes · __thiscall

_ZN11CBasePlayer11AbortReloadEv

Decompiled

undefined (1 param)

/* CBasePlayer::AbortReload() */

void __thiscall CBasePlayer::AbortReload(CBasePlayer *this)

{
  int iVar1;
  int *piVar2;
  
  iVar1 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  if (iVar1 != 0) {
    piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
                    /* WARNING: Could not recover jumptable at 0x00416e0e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar2 + 0x464))();
    return;
  }
  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)