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 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.