OnAmmoUpgradeRemoved
0x0051ecc0 · 251 bytes · __cdecl
_Z20OnAmmoUpgradeRemovedP13CTerrorWeapon
Decompiled
undefined (1 param)
/* OnAmmoUpgradeRemoved(CTerrorWeapon*) */
void OnAmmoUpgradeRemoved(CTerrorWeapon *param_1)
{
CBaseEdict *pCVar1;
CTerrorWeapon CVar2;
int iVar3;
int iVar4;
iVar3 = (**(code **)(*(int *)param_1 + 0x638))(param_1);
if (iVar3 == 0x25) {
CVar2 = param_1[0x1790];
if ((uint)(byte)CVar2 != *(uint *)(param_1 + 0x1420)) {
if (param_1[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
param_1[0x70] = (CTerrorWeapon)((byte)param_1[0x70] | 1);
}
*(uint *)(param_1 + 0x1420) = (uint)(byte)CVar2;
return;
}
}
else {
CVar2 = param_1[0x1790];
iVar3 = *(int *)(param_1 + 0x1420) - (uint)(byte)CVar2;
if (*(int *)(param_1 + 0x1420) != iVar3) {
if (param_1[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
CVar2 = param_1[0x1790];
}
*(int *)(param_1 + 0x1420) = iVar3;
}
else {
param_1[0x70] = (CTerrorWeapon)((byte)param_1[0x70] | 1);
*(int *)(param_1 + 0x1420) = iVar3;
}
}
if (CVar2 != (CTerrorWeapon)0x0) {
if (param_1[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
param_1[0x70] = (CTerrorWeapon)((byte)param_1[0x70] | 1);
}
param_1[0x1790] = (CTerrorWeapon)0x0;
return;
}
}
return;
}
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.