L L4D2node

CAmmoDef::MaxCarry

0x003fa170 · 59 bytes · __cdecl

_ZN8CAmmoDef8MaxCarryEiPK20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CAmmoDef::MaxCarry(int, CBaseCombatCharacter const*) */

int CAmmoDef::MaxCarry(int param_1,CBaseCombatCharacter *param_2)

{
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  if ((0 < (int)param_2) && ((int)param_2 < *(int *)(param_1 + 4))) {
    iVar2 = param_1 + (int)param_2 * 0x34;
    iVar1 = *(int *)(iVar2 + 0x2c);
    if (iVar1 == -1) {
      iVar1 = *(int *)(iVar2 + 0x38);
      if (iVar1 != 0) {
        return *(int *)(*(int *)(iVar1 + 0x1c) + 0x30);
      }
      return 0;
    }
  }
  return iVar1;
}

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)