L L4D2node

CBaseCombatCharacter::RemoveAllAmmo

0x003fe550 · 120 bytes · __thiscall

_ZN20CBaseCombatCharacter13RemoveAllAmmoEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::RemoveAllAmmo() */

void __thiscall CBaseCombatCharacter::RemoveAllAmmo(CBaseCombatCharacter *this)

{
  int iVar1;
  CBaseCombatCharacter *__s1;
  undefined4 local_20 [4];
  
  __s1 = this + 0x1874;
  do {
    local_20[0] = 0;
    iVar1 = memcmp(__s1,local_20,4);
    if (iVar1 != 0) {
      (**(code **)(*(int *)this + 0x560))(this,__s1);
      *(undefined4 *)__s1 = 0;
    }
    __s1 = __s1 + 4;
  } while (__s1 != this + 0x18f4);
  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)