L L4D2node

CanHaveUpgradedAmmo

0x0051e9e0 · 51 bytes · __cdecl

_Z19CanHaveUpgradedAmmoP13CTerrorWeapon

Decompiled

undefined (1 param)

/* CanHaveUpgradedAmmo(CTerrorWeapon*) */

undefined4 CanHaveUpgradedAmmo(CTerrorWeapon *param_1)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = CBaseCombatWeapon::UsesPrimaryAmmo((CBaseCombatWeapon *)param_1);
  if (cVar1 != '\0') {
    uVar2 = (**(code **)(*(int *)param_1 + 0x548))(param_1);
    if ((char)uVar2 != '\0') {
      return uVar2;
    }
  }
  return 0;
}

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)