L L4D2node

CBaseShotgun::CheckQueuedReload

0x00526850 · 245 bytes · __thiscall

_ZN12CBaseShotgun17CheckQueuedReloadEv

Decompiled

undefined (1 param)

/* CBaseShotgun::CheckQueuedReload() */

void __thiscall CBaseShotgun::CheckQueuedReload(CBaseShotgun *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  
  if (*(float *)(this + 0x152c) <= 0.0) {
    return;
  }
  if (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x152c)) {
    iVar3 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
    if (iVar3 == 0) {
      return;
    }
    if ((*(uint *)(iVar3 + 0x1cb0) & 0x801) == 0) {
      fVar1 = *(float *)(this + 0x152c);
      (**(code **)(*(int *)this + 0x468))(this);
      if (*(float *)(this + 0x152c) <= 0.0) {
        return;
      }
      if (fVar1 == *(float *)(this + 0x152c)) {
        return;
      }
      if (this[0x6c] == (CBaseShotgun)0x0) {
        pCVar2 = *(CBaseEdict **)(this + 0x30);
        if (pCVar2 != (CBaseEdict *)0x0) {
          *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseShotgun)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x152c) = fVar1;
      return;
    }
    if (*(float *)(this + 0x152c) == 0.0) {
      return;
    }
  }
  if (this[0x6c] == (CBaseShotgun)0x0) {
    pCVar2 = *(CBaseEdict **)(this + 0x30);
    if (pCVar2 != (CBaseEdict *)0x0) {
      *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CBaseShotgun)((byte)this[0x70] | 1);
  }
  *(undefined4 *)(this + 0x152c) = 0;
  return;
}

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)