L L4D2node

CWeaponCSBase::DefaultReload

0x004403c0 · 113 bytes · __thiscall

_ZN13CWeaponCSBase13DefaultReloadEiii

Decompiled

undefined (4 params)

/* CWeaponCSBase::DefaultReload(int, int, int) */

undefined4 __thiscall
CWeaponCSBase::DefaultReload(CWeaponCSBase *this,int param_1,int param_2,int param_3)

{
  undefined4 uVar1;
  int *piVar2;
  
  uVar1 = CBaseCombatWeapon::DefaultReload((CBaseCombatWeapon *)this,param_1,param_2,param_3);
  if ((char)uVar1 != '\0') {
    piVar2 = (int *)GetPlayerOwner(this);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x84c))(piVar2,0,*(undefined4 *)(this + 0x1420),0);
      return uVar1;
    }
  }
  return uVar1;
}

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)