L L4D2node

CGameRules::CanHaveAmmo

0x0045ed10 · 67 bytes · __thiscall

_ZN10CGameRules11CanHaveAmmoEP20CBaseCombatCharacterPKc

Decompiled

undefined (3 params)

/* CGameRules::CanHaveAmmo(CBaseCombatCharacter*, char const*) */

void __thiscall
CGameRules::CanHaveAmmo(CGameRules *this,CBaseCombatCharacter *param_1,char *param_2)

{
  code *UNRECOVERED_JUMPTABLE;
  CAmmoDef *this_00;
  
  UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x178);
  this_00 = (CAmmoDef *)GetAmmoDef();
  CAmmoDef::Index(this_00,param_2);
                    /* WARNING: Could not recover jumptable at 0x0045ed51. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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)