L L4D2node

CTerrorGun::AbortReload

0x005641b0 · 82 bytes · __thiscall

_ZN10CTerrorGun11AbortReloadEv

Decompiled

undefined (1 param)

/* CTerrorGun::AbortReload() */

void __thiscall CTerrorGun::AbortReload(CTerrorGun *this)

{
  int *piVar1;
  
  CBaseCombatWeapon::AbortReload((CBaseCombatWeapon *)this);
  (**(code **)(*(int *)this + 0x3f0))(this,0xb7);
  piVar1 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x7fc))(piVar1,6,0);
  }
  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)