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 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.