L L4D2node

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 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)