L L4D2node

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 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)