CBaseCombatCharacter::RemoveAmmo
0x003fe450 · 153 bytes · __thiscall
_ZN20CBaseCombatCharacter10RemoveAmmoEii
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::RemoveAmmo(int, int) */
void __thiscall CBaseCombatCharacter::RemoveAmmo(CBaseCombatCharacter *this,int param_1,int param_2)
{
char cVar1;
CAmmoDef *this_00;
int iVar2;
int iVar3;
int iVar4;
int local_20 [4];
if ((0 < param_1) && (-1 < param_2)) {
this_00 = (CAmmoDef *)GetAmmoDef();
cVar1 = CAmmoDef::CanCarryInfiniteAmmo(this_00,param_2);
if (cVar1 == '\0') {
iVar4 = param_2 * 4;
iVar2 = *(int *)(this + iVar4 + 0x1874) - param_1;
if (iVar2 < 0) {
iVar2 = 0;
}
local_20[0] = iVar2;
iVar3 = memcmp(this + iVar4 + 0x1874,local_20,4);
if (iVar3 != 0) {
(**(code **)(*(int *)this + 0x560))(this,this + iVar4 + 0x1874);
*(int *)(this + iVar4 + 0x1874) = iVar2;
return;
}
}
}
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.