L L4D2node

CBaseCombatWeapon::GiveDefaultAmmo

0x00405b90 · 354 bytes · __thiscall

_ZN17CBaseCombatWeapon15GiveDefaultAmmoEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::GiveDefaultAmmo() */

void __thiscall CBaseCombatWeapon::GiveDefaultAmmo(CBaseCombatWeapon *this)

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  
  cVar2 = (**(code **)(*(int *)this + 0x548))(this);
  if (cVar2 == '\0') {
    uVar5 = (**(code **)(*(int *)this + 0x518))(this);
    *(undefined4 *)(this + 0x144c) = uVar5;
    if (*(int *)(this + 0x1420) != -1) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x1420) = 0xffffffff;
    }
  }
  else {
    iVar3 = (**(code **)(*(int *)this + 0x518))();
    if (iVar3 != *(int *)(this + 0x1420)) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar4 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(int *)(this + 0x1420) = iVar3;
    }
  }
  cVar2 = (**(code **)(*(int *)this + 0x54c))(this);
  if (cVar2 == '\0') {
    uVar5 = (**(code **)(*(int *)this + 0x51c))(this);
    *(undefined4 *)(this + 0x1450) = uVar5;
    if (*(int *)(this + 0x1424) != -1) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x1424) = 0xffffffff;
      return;
    }
  }
  else {
    iVar3 = (**(code **)(*(int *)this + 0x51c))();
    if (iVar3 != *(int *)(this + 0x1424)) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar4 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(int *)(this + 0x1424) = iVar3;
    }
  }
  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)