L L4D2node

CBaseCombatWeapon::UsesClipsForAmmo2

0x00404340 · 28 bytes · __thiscall

_ZNK17CBaseCombatWeapon17UsesClipsForAmmo2Ev

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::UsesClipsForAmmo2() const */

bool __thiscall CBaseCombatWeapon::UsesClipsForAmmo2(CBaseCombatWeapon *this)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)this + 0x514))(this);
  return iVar1 != -1;
}

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)