L L4D2node

CWeaponCSBaseGun::Reload

0x00442300 · 313 bytes · __thiscall

_ZN16CWeaponCSBaseGun6ReloadEv

Decompiled

undefined (1 param)

/* CWeaponCSBaseGun::Reload() */

undefined4 __thiscall CWeaponCSBaseGun::Reload(CWeaponCSBaseGun *this)

{
  code *pcVar1;
  CBaseEdict *this_00;
  CBaseCombatCharacter *this_01;
  int iVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  int iVar5;
  
  this_01 = (CBaseCombatCharacter *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (this_01 != (CBaseCombatCharacter *)0x0) {
    iVar2 = (**(code **)(*(int *)this + 0x55c))(this);
    iVar2 = CBaseCombatCharacter::GetAmmoCount(this_01,iVar2);
    if (0 < iVar2) {
      pcVar1 = *(code **)(*(int *)this + 0x5fc);
      uVar3 = (**(code **)(*(int *)this + 0x514))(this);
      uVar4 = (**(code **)(*(int *)this + 0x510))(this);
      uVar3 = (*pcVar1)(this,uVar4,uVar3,0xc1);
      if ((char)uVar3 != '\0') {
        (**(code **)(*(int *)this_01 + 0x620))(this_01,7);
        iVar2 = CBasePlayer::GetFOV((CBasePlayer *)this_01);
        iVar5 = CBasePlayer::GetDefaultFOV((CBasePlayer *)this_01);
        if (iVar2 != iVar5) {
          iVar2 = CBasePlayer::GetDefaultFOV((CBasePlayer *)this_01);
          CBasePlayer::SetFOV((CBasePlayer *)this_01,(CBaseEntity *)this_01,iVar2,0.0,0);
        }
        *(undefined4 *)(this + 0x14f4) = 0x3e4ccccd;
        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;
        }
        this[0x14f0] = (CWeaponCSBaseGun)0x0;
        CCSPlayer::SetShieldDrawnState(SUB41(this_01,0));
        return uVar3;
      }
    }
  }
  return 0;
}

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)