L L4D2node

CBaseCombatCharacter::GetAmmoCount

0x003fdf20 · 59 bytes · __thiscall

_ZNK20CBaseCombatCharacter12GetAmmoCountEi.part.18

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::GetAmmoCount(int) const [clone .part.18] */

undefined4 __thiscall CBaseCombatCharacter::GetAmmoCount(CBaseCombatCharacter *this,int param_1)

{
  char cVar1;
  int in_EAX;
  CAmmoDef *this_00;
  int in_EDX;
  
  this_00 = (CAmmoDef *)GetAmmoDef();
  cVar1 = CAmmoDef::CanCarryInfiniteAmmo(this_00,in_EDX);
  if (cVar1 != '\0') {
    return 999;
  }
  return *(undefined4 *)(in_EAX + 0x1874 + in_EDX * 4);
}

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)