L L4D2node

CMagnumPistol::GetReloadActivity

0x00555e40 · 68 bytes · __thiscall

_ZNK13CMagnumPistol17GetReloadActivityEv

Decompiled

undefined (1 param)

/* CMagnumPistol::GetReloadActivity() const */

undefined4 __thiscall CMagnumPistol::GetReloadActivity(CMagnumPistol *this)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x674))(this);
  if (cVar1 == '\0') {
    if (*(int *)(this + 0x1420) != 0) {
LAB_00555e79:
      uVar2 = CBaseCombatWeapon::GetReloadActivity();
      return uVar2;
    }
  }
  else if (1 < *(int *)(this + 0x1420)) goto LAB_00555e79;
  return 0xb4;
}

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)