L L4D2node

CAmmoDef::AddAmmoType

0x003fa550 · 146 bytes · __thiscall

_ZN8CAmmoDef11AddAmmoTypeEPKciiiii

Decompiled

undefined (7 params)

/* CAmmoDef::AddAmmoType(char const*, int, int, int, int, int) */

bool __thiscall
CAmmoDef::AddAmmoType
          (CAmmoDef *this,char *param_1,int param_2,int param_3,int param_4,int param_5,int param_6)

{
  int iVar1;
  int iVar2;
  size_t sVar3;
  void *pvVar4;
  
  iVar1 = *(int *)(this + 4);
  if (iVar1 != 0x20) {
    sVar3 = strlen(param_1);
    pvVar4 = operator_new__(sVar3 + 1);
    *(void **)(this + iVar1 * 0x34 + 8) = pvVar4;
    V_strncpy(*(char **)(this + *(int *)(this + 4) * 0x34 + 8),param_1,sVar3 + 1);
    iVar2 = *(int *)(this + 4);
    *(int *)(this + iVar2 * 0x34 + 0xc) = param_2;
    *(int *)(this + iVar2 * 0x34 + 0x10) = param_3;
    *(int *)(this + iVar2 * 0x34 + 0x18) = param_5;
    *(int *)(this + iVar2 * 0x34 + 0x1c) = param_6;
    *(int *)(this + iVar2 * 0x34 + 0x20) = param_4;
  }
  return iVar1 != 0x20;
}

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)