CBaseShotgun::AbortReload
0x00528010 · 283 bytes · __thiscall
_ZN12CBaseShotgun11AbortReloadEv
Decompiled
undefined (1 param)
/* CBaseShotgun::AbortReload() */
void __thiscall CBaseShotgun::AbortReload(CBaseShotgun *this)
{
CBaseEdict *pCVar1;
int iVar2;
iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (iVar2 == 0) {
if (*(int *)(this + 0x17f4) != 0) {
if (this[0x6c] == (CBaseShotgun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseShotgun)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x17f4) = 0;
}
if (this[0x1459] != (CBaseShotgun)0x0) {
if (this[0x6c] == (CBaseShotgun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseShotgun)((byte)this[0x70] | 1);
}
this[0x1459] = (CBaseShotgun)0x0;
}
}
else if (((*(byte *)(iVar2 + 0x1cb0) & 1) == 0) || (*(int *)(this + 0x1420) != 0)) {
CTerrorGun::SetNextAttackTimes((CTerrorGun *)this,0.1);
if (*(int *)(this + 0x17f4) == 0) {
CTerrorGun::AbortReload((CTerrorGun *)this);
return;
}
if (this[0x6c] == (CBaseShotgun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseShotgun)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x17f4) = 0;
CTerrorGun::AbortReload((CTerrorGun *)this);
return;
}
return;
}
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.