L L4D2node

CAmmoDef::AddAmmoType

0x003fa5f0 · 440 bytes · __thiscall

_ZN8CAmmoDef11AddAmmoTypeEPKciiS1_S1_S1_fiii

Decompiled

undefined (11 params)

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

void __thiscall
CAmmoDef::AddAmmoType
          (CAmmoDef *this,char *param_1,int param_2,int param_3,char *param_4,char *param_5,
          char *param_6,float param_7,int param_8,int param_9,int param_10)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  cVar1 = AddAmmoType(this,param_1,param_2,param_3,param_8,param_9,param_10);
  if (cVar1 != '\0') {
    iVar3 = *(int *)(this + 4);
    if (param_4 != (char *)0x0) {
      uVar2 = (**(code **)(*cvar + 0x30))(cvar,param_4);
      *(undefined4 *)(this + iVar3 * 0x34 + 0x30) = uVar2;
      iVar3 = *(int *)(this + 4);
      if (*(int *)(this + iVar3 * 0x34 + 0x30) == 0) {
        Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",param_1,param_4);
        iVar3 = *(int *)(this + 4);
      }
      *(undefined4 *)(this + iVar3 * 0x34 + 0x24) = 0xffffffff;
    }
    if (param_5 != (char *)0x0) {
      uVar2 = (**(code **)(*cvar + 0x30))(cvar,param_5);
      *(undefined4 *)(this + iVar3 * 0x34 + 0x34) = uVar2;
      iVar3 = *(int *)(this + 4);
      if (*(int *)(this + iVar3 * 0x34 + 0x34) == 0) {
        Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",param_1,param_5);
        iVar3 = *(int *)(this + 4);
      }
      *(undefined4 *)(this + iVar3 * 0x34 + 0x28) = 0xffffffff;
    }
    if (param_6 != (char *)0x0) {
      uVar2 = (**(code **)(*cvar + 0x30))(cvar,param_6);
      *(undefined4 *)(this + iVar3 * 0x34 + 0x38) = uVar2;
      iVar3 = *(int *)(this + 4);
      if (*(int *)(this + iVar3 * 0x34 + 0x38) == 0) {
        Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",param_1,param_6);
        iVar3 = *(int *)(this + 4);
      }
      *(undefined4 *)(this + iVar3 * 0x34 + 0x2c) = 0xffffffff;
    }
    *(float *)(this + iVar3 * 0x34 + 0x14) = param_7;
    *(int *)(this + 4) = iVar3 + 1;
  }
  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)