L L4D2node

CBaseCombatWeapon::HasSecondaryAmmo

0x004064a0 · 86 bytes · __thiscall

_ZN17CBaseCombatWeapon16HasSecondaryAmmoEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::HasSecondaryAmmo() */

char __thiscall CBaseCombatWeapon::HasSecondaryAmmo(CBaseCombatWeapon *this)

{
  char cVar1;
  CBaseCombatCharacter *this_00;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x54c))(this);
  if ((cVar1 == '\0') || (*(int *)(this + 0x1424) < 1)) {
    this_00 = (CBaseCombatCharacter *)GetOwner(this);
    cVar1 = '\0';
    if (this_00 != (CBaseCombatCharacter *)0x0) {
      iVar2 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x141c));
      return 0 < iVar2;
    }
  }
  return 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)