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 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.