L L4D2node

CTerrorWeaponInfo::Reload

0x00570c90 · 157 bytes · __thiscall

_ZN17CTerrorWeaponInfo6ReloadEv

Decompiled

undefined (1 param)

/* CTerrorWeaponInfo::Reload() */

void __thiscall CTerrorWeaponInfo::Reload(CTerrorWeaponInfo *this)

{
  uchar *puVar1;
  IFileSystem *pIVar2;
  int in_GS_OFFSET;
  IFileSystem *pIVar3;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_a0,0x80,"scripts/%s",this + 6);
  puVar1 = (uchar *)(**(code **)(*g_pGameRules + 0x8c))(g_pGameRules);
  pIVar3 = filesystem;
  pIVar2 = (IFileSystem *)ReadEncryptedKVFile(filesystem,local_a0,puVar1);
  if (pIVar2 != (IFileSystem *)0x0) {
    (*(code *)**(undefined4 **)this)(this,pIVar2,this + 6);
    KeyValues::deleteThis();
    pIVar3 = pIVar2;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(pIVar3);
}

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)