L L4D2node

CWeaponCSBase::DefaultPistolReload

0x00440920 · 202 bytes · __thiscall

_ZN13CWeaponCSBase19DefaultPistolReloadEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::DefaultPistolReload() */

undefined4 __thiscall CWeaponCSBase::DefaultPistolReload(CWeaponCSBase *this)

{
  code *pcVar1;
  CBaseEdict *this_00;
  CBaseCombatCharacter *this_01;
  int iVar2;
  undefined4 uVar3;
  
  this_01 = (CBaseCombatCharacter *)GetPlayerOwner(this);
  if (this_01 == (CBaseCombatCharacter *)0x0) {
    return 0;
  }
  iVar2 = (**(code **)(*(int *)this + 0x55c))(this);
  iVar2 = CBaseCombatCharacter::GetAmmoCount(this_01,iVar2);
  if (0 < iVar2) {
    pcVar1 = *(code **)(*(int *)this + 0x5fc);
    iVar2 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this);
    uVar3 = (*pcVar1)(this,*(undefined4 *)(iVar2 + 0x168),0,0xc1);
    if ((char)uVar3 == '\0') {
      return 0;
    }
    if (*(int *)(this_01 + 0x2850) != 0) {
      if (this_01[0x6c] == (CBaseCombatCharacter)0x0) {
        this_00 = *(CBaseEdict **)(this_01 + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this_01[0x70] = (CBaseCombatCharacter)((byte)this_01[0x70] | 1);
      }
      *(undefined4 *)(this_01 + 0x2850) = 0;
      return uVar3;
    }
  }
  return 1;
}

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)