L L4D2node

CAmmoDef::CanCarryInfiniteAmmo

0x003fa3e0 · 68 bytes · __thiscall

_ZN8CAmmoDef20CanCarryInfiniteAmmoEi

Decompiled

undefined (2 params)

/* CAmmoDef::CanCarryInfiniteAmmo(int) */

uint __thiscall CAmmoDef::CanCarryInfiniteAmmo(CAmmoDef *this,int param_1)

{
  int iVar1;
  uint uVar2;
  
  uVar2 = 0;
  if ((0 < param_1) && (param_1 < *(int *)(this + 4))) {
    if (*(int *)(this + param_1 * 0x34 + 0x2c) == -1) {
      if (*(int *)(this + param_1 * 0x34 + 0x38) != 0) {
        iVar1 = *(int *)(*(int *)(this + param_1 * 0x34 + 0x38) + 0x1c);
        return CONCAT31((int3)((uint)iVar1 >> 8),*(int *)(iVar1 + 0x30) == -2);
      }
    }
    else {
      uVar2 = (uint)(*(int *)(this + param_1 * 0x34 + 0x2c) == -2);
    }
  }
  return uVar2;
}

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)