L L4D2node

CTerrorAmmoDefSystem::Init

0x004f7840 · 1853 bytes · __cdecl

_ZN20CTerrorAmmoDefSystem4InitEv

Decompiled

undefined (0 params)

/* CTerrorAmmoDefSystem::Init() */

undefined4 CTerrorAmmoDefSystem::Init(void)

{
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_PISTOL",2,1,(char *)0x0,(char *)0x0,"ammo_pistol_max",
             2400.0,0,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_PISTOL_MAGNUM",-0x7ffffffe,1,(char *)0x0,(char *)0x0,
             "ammo_pistol_max",2400.0,8,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_ASSAULTRIFLE",-0x7ffffffe,1,(char *)0x0,(char *)0x0,
             "ammo_assaultrifle_max",2400.0,0,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_MINIGUN",-0x7efffffe,1,(char *)0x0,(char *)0x0,
             "ammo_minigun_max",2400.0,0,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_SMG",2,1,(char *)0x0,(char *)0x0,"ammo_smg_max",2000.0,0
             ,5,10);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_M60",-0x7efffffe,1,(char *)0x0,(char *)0x0,
             "ammo_m60_max",2400.0,0,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_SHOTGUN",-0x5ffffffe,1,(char *)0x0,(char *)0x0,
             "ammo_shotgun_max",800.0,0,3,6);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_AUTOSHOTGUN",-0x5ffffffe,1,(char *)0x0,(char *)0x0,
             "ammo_autoshotgun_max",800.0,0,3,6);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_HUNTINGRIFLE",-0x7ffffffe,1,(char *)0x0,(char *)0x0,
             "ammo_huntingrifle_max",2400.0,4,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_SNIPERRIFLE",-0x7ffffffe,1,(char *)0x0,(char *)0x0,
             "ammo_sniperrifle_max",2400.0,4,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_TURRET",2,1,(char *)0x0,(char *)0x0,"ammo_turret_max",
             2400.0,0,10,0xe);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_PIPEBOMB",0x40,1,(char *)0x0,(char *)0x0,
             "ammo_pipebomb_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_MOLOTOV",0x40,1,(char *)0x0,(char *)0x0,
             "ammo_molotov_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_VOMITJAR",0x40,1,(char *)0x0,(char *)0x0,
             "ammo_vomitjar_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_PAINPILLS",0,1,(char *)0x0,(char *)0x0,
             "ammo_painpills_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_FIRSTAID",0,1,(char *)0x0,(char *)0x0,
             "ammo_firstaid_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_GRENADELAUNCHER",0x40,0,(char *)0x0,(char *)0x0,
             "ammo_grenadelauncher_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType
            ((CAmmoDef *)ammoDef,"AMMO_TYPE_ADRENALINE",0,1,(char *)0x0,(char *)0x0,
             "ammo_adrenaline_max",1.0,0,4,8);
  CAmmoDef::AddAmmoType((CAmmoDef *)ammoDef,"AMMO_TYPE_CHAINSAW",0,0,0,0,1,0.0,0,4,8);
  CAmmoDef::AddAmmoType((CAmmoDef *)ammoDef,"AMMO_CARRIED_ITEM",0,0,0,0,1,0.0,0,4,8);
  return 1;
}

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)