OnStartUpgradedAmmo
0x0051f960 · 402 bytes · __cdecl
_Z19OnStartUpgradedAmmoP13CTerrorWeapon19SurvivorUpgradeType
Decompiled
undefined (2 params)
/* OnStartUpgradedAmmo(CTerrorWeapon*, SurvivorUpgradeType) */
void OnStartUpgradedAmmo(CBaseCombatWeapon *param_1,undefined4 param_2)
{
CBaseCombatWeapon CVar1;
code *pcVar2;
CBaseEdict *pCVar3;
char cVar4;
CBaseCombatWeapon CVar5;
CBaseCombatCharacter *this;
int iVar6;
undefined4 uVar7;
int iVar8;
undefined4 *puVar9;
int iVar10;
int iVar11;
int iVar12;
this = (CBaseCombatCharacter *)CBaseCombatWeapon::GetOwner(param_1);
if (this == (CBaseCombatCharacter *)0x0) {
return;
}
iVar6 = (**(code **)(*(int *)param_1 + 0x638))(param_1);
if (iVar6 == 0x25) {
CVar5 = SUB41(*(undefined4 *)(param_1 + 0x1420),0);
if (CVar5 == param_1[0x1790]) {
return;
}
CVar1 = param_1[0x6c];
}
else {
cVar4 = (**(code **)(*(int *)param_1 + 0x6b4))(param_1,param_2);
if (cVar4 == '\0') {
iVar8 = (**(code **)(*(int *)param_1 + 0x55c))(param_1);
puVar9 = (undefined4 *)GetAmmoDef();
iVar10 = (**(code **)*puVar9)(puVar9,iVar8,this);
iVar11 = (**(code **)(*(int *)param_1 + 0x510))(param_1);
iVar12 = CBaseCombatCharacter::GetAmmoCount(this,iVar8);
iVar6 = iVar10 + iVar11;
if (iVar12 + *(int *)(param_1 + 0x1420) <= iVar10 + iVar11) {
iVar6 = iVar12 + *(int *)(param_1 + 0x1420);
}
CBaseCombatCharacter::SetAmmoCount(this,iVar6,iVar8);
iVar6 = (**(code **)(*(int *)param_1 + 0x510))(param_1);
if (iVar6 != *(int *)(param_1 + 0x1420)) {
if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar3 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar8 + 2) = 0;
}
}
else {
param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
}
*(int *)(param_1 + 0x1420) = iVar6;
}
}
else {
CVar5 = param_1[0x1790];
iVar6 = *(int *)(param_1 + 0x1420);
pcVar2 = *(code **)(*(int *)this + 0x44c);
uVar7 = (**(code **)(*(int *)param_1 + 0x55c))(param_1);
(*pcVar2)(this,iVar6 - (uint)(byte)CVar5,uVar7,1);
}
CVar5 = (CBaseCombatWeapon)(**(code **)(*(int *)param_1 + 0x510))(param_1);
if (CVar5 == param_1[0x1790]) {
return;
}
CVar1 = param_1[0x6c];
}
if (CVar1 == (CBaseCombatWeapon)0x0) {
pCVar3 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
}
param_1[0x1790] = CVar5;
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.
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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