L L4D2node

CBaseCombatWeapon::HasAmmo

0x00405f80 · 187 bytes · __thiscall

_ZN17CBaseCombatWeapon7HasAmmoEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::HasAmmo() */

bool __thiscall CBaseCombatWeapon::HasAmmo(CBaseCombatWeapon *this)

{
  char cVar1;
  uint uVar2;
  CBaseCombatCharacter *this_00;
  int iVar3;
  
  if (*(int *)(this + 0x1418) == -1) {
    if (*(int *)(this + 0x141c) == -1) {
      return true;
    }
    uVar2 = (**(code **)(*(int *)this + 0x52c))(this);
  }
  else {
    uVar2 = (**(code **)(*(int *)this + 0x52c))(this);
  }
  if ((uVar2 & 1) != 0) {
    return true;
  }
  this_00 = (CBaseCombatCharacter *)GetOwner(this);
  if ((this_00 == (CBaseCombatCharacter *)0x0) ||
     (cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 == '\0')) {
    return false;
  }
  if (0 < *(int *)(this + 0x1420)) {
    return (bool)cVar1;
  }
  iVar3 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
  if (iVar3 == 0) {
    if (*(int *)(this + 0x1424) < 1) {
      iVar3 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x141c));
      return iVar3 != 0;
    }
    return (bool)cVar1;
  }
  return (bool)cVar1;
}

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)