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 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.