CTerrorGun::FinishReload
0x00564540 · 280 bytes · __thiscall
_ZN10CTerrorGun12FinishReloadEv
Decompiled
undefined (1 param)
/* CTerrorGun::FinishReload() */
void __thiscall CTerrorGun::FinishReload(CTerrorGun *this)
{
CTerrorGun CVar1;
CBaseEdict *pCVar2;
int *piVar3;
int iVar4;
CBaseCombatWeapon::FinishReload((CBaseCombatWeapon *)this);
if (*(int *)(this + 0x17dc) == 0) {
CVar1 = this[0x17e2];
}
else {
if (this[0x6c] == (CTerrorGun)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
}
CVar1 = this[0x17e2];
*(undefined4 *)(this + 0x17dc) = 0;
}
if (CVar1 == (CTerrorGun)0x0) {
CVar1 = this[0x17e3];
}
else {
if (this[0x6c] == (CTerrorGun)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
}
CVar1 = this[0x17e3];
this[0x17e2] = (CTerrorGun)0x0;
}
if (CVar1 == (CTerrorGun)0x0) {
piVar3 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
}
else {
if (this[0x6c] == (CTerrorGun)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
}
this[0x17e3] = (CTerrorGun)0x0;
piVar3 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
}
if (piVar3 == (int *)0x0) {
return;
}
/* WARNING: Could not recover jumptable at 0x00564592. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar3 + 0x8f4))();
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.