L L4D2node

CTerrorPlayer::OnReloadStart

0x009b7b90 · 955 bytes · __thiscall

_ZN13CTerrorPlayer13OnReloadStartEbib

Decompiled

undefined (4 params)

/* CTerrorPlayer::OnReloadStart(bool, int, bool) */

void __thiscall
CTerrorPlayer::OnReloadStart(CTerrorPlayer *this,bool param_1,int param_2,bool param_3)

{
  float fVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  longdouble lVar6;
  undefined4 local_28;
  undefined1 local_24;
  int local_20;
  
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"weapon_reload",0,0);
  if (piVar3 != (int *)0x0) {
    pcVar2 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar2)(piVar3,"userid",uVar4);
    (**(code **)(*piVar3 + 0x2c))(piVar3,"manual",*(uint *)(this + 0x1cb0) >> 0xd & 1);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  if ((this[0x2edc] == (CTerrorPlayer)0x0) && (!param_3)) {
    if (this[0x3330] == (CTerrorPlayer)0x0) {
      lVar6 = (longdouble)CountdownTimer::Now();
      fVar1 = *(float *)(this + 0x30a0);
      if (fVar1 <= (float)lVar6) {
        lVar6 = (longdouble)CountdownTimer::Now();
        if (fVar1 - (float)lVar6 <= -3.0) {
          if (param_1) {
            lVar6 = (longdouble)CountdownTimer::Now();
            if ((float)lVar6 < *(float *)(this + 0x332c)) {
              if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) == 0) {
                return;
              }
              DevMsg("No reload voice because: Second or later shotgun shell.\n");
              return;
            }
            if (*(int *)(ZombieReloadChatterShotgunAmmoThreshold._28_4_ + 0x30) < param_2) {
              if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) == 0) {
                return;
              }
              DevMsg("No reload voice because: Topping off a shotgun.\n");
              return;
            }
          }
          iVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
          if (iVar5 == 2) {
            local_28 = 2;
            local_24 = 1;
            local_20 = 0;
            ForEachPlayer<LivePlayerCounter>((LivePlayerCounter *)&local_28);
            if (local_20 == 1) {
              if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) == 0) {
                return;
              }
              DevMsg("No reload voice because: Everyone else is dead.\n");
              return;
            }
          }
          if (*(float *)(this + 12000) < *(float *)(ZombieReloadChatterIntensity._28_4_ + 0x2c)) {
            if ((0.0 < *(float *)(this + 0x3120)) &&
               (lVar6 = (longdouble)IntervalTimer::Now(),
               *(float *)(ZombieReloadChatterRecentEnemy._28_4_ + 0x2c) <=
               (float)lVar6 - *(float *)(this + 0x3120) &&
               (float)lVar6 - *(float *)(this + 0x3120) !=
               *(float *)(ZombieReloadChatterRecentEnemy._28_4_ + 0x2c))) {
              if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) == 0) {
                return;
              }
              DevMsg("No reload voice because: Haven\'t seen a zombie recently.\n");
              return;
            }
            iVar5 = GetNearbyFriendCount
                              (this,*(float *)(ZombieReloadChatterNearbyFriendRange._28_4_ + 0x2c),
                               false);
            if (iVar5 == 0) {
              if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) == 0) {
                return;
              }
              DevMsg("No reload voice because: Nobody nearby to hear.\n");
              return;
            }
            if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) != 0) {
              DevMsg("YES reload voice because: No reason not to.\n");
            }
          }
          else if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) != 0) {
            DevMsg("YES reload voice because: Personal Intensity high enough to demand it.\n");
          }
          uVar4 = ZombieNoiseLevelVocalize._28_4_;
          this[0x3330] = (CTerrorPlayer)0x1;
          (**(code **)(*(int *)this + 0x850))(this,*(undefined4 *)(uVar4 + 0x2c));
          pcVar2 = *(code **)(*(int *)this + 0x7b4);
          CAI_Concept::CAI_Concept((CAI_Concept *)&local_28,"PlayerReloading");
          (*pcVar2)(this,(CAI_Concept *)&local_28,0,0,0,0,0);
          CountdownTimer::Start((CountdownTimer *)(this + 0x3098),2.0);
          if (param_1) {
            CountdownTimer::Start
                      ((CountdownTimer *)(this + 0x3324),
                       *(float *)(ZombieReloadChatterShotgunInterval._28_4_ + 0x2c));
          }
        }
      }
      else if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) != 0) {
        DevMsg("No reload voice because: VocalizeTimer still running.\n");
      }
    }
    else if (*(int *)(ZombieReloadChatterDebug._28_4_ + 0x30) != 0) {
      DevMsg("No reload voice because: we already said Reloading and haven\'t finished.\n");
    }
  }
  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)