CAmmoDef::AddAmmoType
0x003fa7b0 · 119 bytes · __thiscall
_ZN8CAmmoDef11AddAmmoTypeEPKciiiiifiii
Decompiled
undefined (11 params)
/* CAmmoDef::AddAmmoType(char const*, int, int, int, int, int, float, int, int, int) */
void __thiscall
CAmmoDef::AddAmmoType
(CAmmoDef *this,char *param_1,int param_2,int param_3,int param_4,int param_5,int param_6,
float param_7,int param_8,int param_9,int param_10)
{
int iVar1;
char cVar2;
cVar2 = AddAmmoType(this,param_1,param_2,param_3,param_8,param_9,param_10);
if (cVar2 != '\0') {
iVar1 = *(int *)(this + 4);
*(int *)(this + iVar1 * 0x34 + 0x24) = param_4;
*(float *)(this + iVar1 * 0x34 + 0x14) = param_7;
*(int *)(this + iVar1 * 0x34 + 0x28) = param_5;
*(int *)(this + iVar1 * 0x34 + 0x2c) = param_6;
*(int *)(this + 4) = iVar1 + 1;
}
return;
}
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.