L L4D2node

CTerrorWeapon::GetReloadDurationModifier

0x00573f60 · 312 bytes · __thiscall

_ZN13CTerrorWeapon25GetReloadDurationModifierEv

Decompiled

undefined (1 param)

/* CTerrorWeapon::GetReloadDurationModifier() */

longdouble __thiscall CTerrorWeapon::GetReloadDurationModifier(CTerrorWeapon *this)

{
  int iVar1;
  char cVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  CStudioHdr *pCVar6;
  CStudioHdr *pCVar7;
  longdouble lVar8;
  float fVar9;
  float fVar10;
  
  piVar3 = (int *)GetPlayerOwner(this);
  if (piVar3 == (int *)0x0) {
    lVar8 = (longdouble)CBaseCombatWeapon::GetReloadDurationModifier();
    return lVar8;
  }
  iVar4 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this);
  iVar1 = *(int *)(this + 0x494);
  pCVar6 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar6 == (CStudioHdr *)0x0) {
    iVar5 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar5 == 0) {
      pCVar6 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
      pCVar6 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar7 = (CStudioHdr *)0x0;
    if (pCVar6 == (CStudioHdr *)0x0) goto LAB_00573fa4;
  }
  pCVar7 = (CStudioHdr *)0x0;
  if (*(int *)pCVar6 != 0) {
    pCVar7 = pCVar6;
  }
LAB_00573fa4:
  lVar8 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar7,iVar1);
  fVar9 = 1.0;
  if ((float)lVar8 != 0.0) {
    cVar2 = (**(code **)(*(int *)this + 0x674))(this);
    if (cVar2 == '\0') {
      fVar10 = *(float *)(iVar4 + 0xc38);
    }
    else {
      fVar10 = *(float *)(iVar4 + 0xc3c);
    }
    fVar9 = 1.0;
    if (0.0 < fVar10) {
      fVar9 = fVar10 / (float)lVar8;
    }
    cVar2 = (**(code **)(*piVar3 + 0x7e8))(piVar3);
    if (cVar2 != '\0') {
      return (longdouble)(fVar9 * *(float *)(SurvivorIncapacitatedReloadMultiplier._28_4_ + 0x2c));
    }
  }
  return (longdouble)fVar9;
}

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)