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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.