CBaseCombatWeapon::HasPrimaryAmmo
0x00406420 · 99 bytes · __thiscall
_ZN17CBaseCombatWeapon14HasPrimaryAmmoEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::HasPrimaryAmmo() */
char __thiscall CBaseCombatWeapon::HasPrimaryAmmo(CBaseCombatWeapon *this)
{
char cVar1;
CBaseCombatCharacter *this_00;
int iVar2;
cVar1 = (**(code **)(*(int *)this + 0x548))(this);
if ((cVar1 != '\0') && (0 < *(int *)(this + 0x1420))) {
return cVar1;
}
this_00 = (CBaseCombatCharacter *)GetOwner(this);
if (this_00 != (CBaseCombatCharacter *)0x0) {
iVar2 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
return 0 < iVar2;
}
return 0 < *(int *)(this + 0x144c);
}
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.