L L4D2node

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 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)