L L4D2node

weapon_reparse_server

0x00570d30 · 50 bytes · __cdecl

_ZL21weapon_reparse_serverRK8CCommand

Decompiled

undefined (1 param)

/* weapon_reparse_server(CCommand const&) */

void weapon_reparse_server(CCommand *param_1)

{
  CTerrorWeaponInfo *this;
  int iVar1;
  
  iVar1 = 0;
  do {
    this = (CTerrorWeaponInfo *)GetWeaponInfo(iVar1);
    if (this != (CTerrorWeaponInfo *)0x0) {
      CTerrorWeaponInfo::Reload(this);
    }
    iVar1 = iVar1 + 1;
  } while (iVar1 != 0x38);
  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)