L L4D2node

CBaseCombatWeapon::HasAnyAmmo

0x00404d70 · 89 bytes · __thiscall

_ZN17CBaseCombatWeapon10HasAnyAmmoEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::HasAnyAmmo() */

undefined4 __thiscall CBaseCombatWeapon::HasAnyAmmo(CBaseCombatWeapon *this)

{
  char cVar1;
  undefined4 uVar2;
  
  if (*(int *)(this + 0x1418) < 0) {
    if (*(int *)(this + 0x141c) < 0) {
      return 1;
    }
    cVar1 = (**(code **)(*(int *)this + 0x410))(this);
  }
  else {
    cVar1 = (**(code **)(*(int *)this + 0x410))(this);
  }
  if (cVar1 != '\0') {
    return 1;
  }
                    /* WARNING: Could not recover jumptable at 0x00404dc9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar2 = (**(code **)(*(int *)this + 0x414))();
  return uVar2;
}

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)