CBaseCombatCharacter::SetAmmoCount
0x003fe5d0 · 82 bytes · __thiscall
_ZN20CBaseCombatCharacter12SetAmmoCountEii
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::SetAmmoCount(int, int) */
void __thiscall
CBaseCombatCharacter::SetAmmoCount(CBaseCombatCharacter *this,int param_1,int param_2)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = param_2;
iVar1 = param_2 * 4;
iVar3 = memcmp(this + iVar1 + 0x1874,¶m_1,4);
if (iVar3 != 0) {
(**(code **)(*(int *)this + 0x560))(this,this + iVar1 + 0x1874);
*(int *)(this + iVar2 * 4 + 0x1874) = param_1;
}
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.