CPistol::GetReloadActivity
0x005555d0 · 68 bytes · __thiscall
_ZNK7CPistol17GetReloadActivityEv
Decompiled
undefined (1 param)
/* CPistol::GetReloadActivity() const */
undefined4 __thiscall CPistol::GetReloadActivity(CPistol *this)
{
char cVar1;
undefined4 uVar2;
cVar1 = (**(code **)(*(int *)this + 0x674))(this);
if (cVar1 == '\0') {
if (*(int *)(this + 0x1420) != 0) {
LAB_00555609:
uVar2 = CBaseCombatWeapon::GetReloadActivity();
return uVar2;
}
}
else if (1 < *(int *)(this + 0x1420)) goto LAB_00555609;
return 0xb4;
}
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.