CWeaponCSBase::Reload
0x00441b50 · 121 bytes · __thiscall
_ZN13CWeaponCSBase6ReloadEv
Decompiled
undefined (1 param)
/* CWeaponCSBase::Reload() */
undefined4 __thiscall CWeaponCSBase::Reload(CWeaponCSBase *this)
{
CBaseEdict *this_00;
int iVar1;
undefined4 uVar2;
int iVar3;
iVar1 = GetPlayerOwner(this);
if (iVar1 == 0) {
return 0;
}
if (*(int *)(iVar1 + 0x2850) == 0) {
uVar2 = CBaseCombatWeapon::Reload((CBaseCombatWeapon *)this);
return uVar2;
}
if (*(char *)(iVar1 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar1 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar1 + 0x70) = *(byte *)(iVar1 + 0x70) | 1;
}
*(undefined4 *)(iVar1 + 0x2850) = 0;
uVar2 = CBaseCombatWeapon::Reload((CBaseCombatWeapon *)this);
return uVar2;
}
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.