L L4D2node

CGameRules::CanHaveAmmo

0x0045f1e0 · 68 bytes · __thiscall

_ZN10CGameRules11CanHaveAmmoEP20CBaseCombatCharacteri

Decompiled

undefined (3 params)

/* CGameRules::CanHaveAmmo(CBaseCombatCharacter*, int) */

bool __thiscall CGameRules::CanHaveAmmo(CGameRules *this,CBaseCombatCharacter *param_1,int param_2)

{
  bool bVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  
  bVar1 = false;
  if (-1 < param_2) {
    puVar2 = (undefined4 *)GetAmmoDef();
    iVar3 = (**(code **)*puVar2)(puVar2,param_2,param_1);
    iVar4 = CBaseCombatCharacter::GetAmmoCount(param_1,param_2);
    bVar1 = iVar4 < iVar3;
  }
  return bVar1;
}

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)