CBaseCombatCharacter::GiveAmmo
0x005f0bc0 · 262 bytes · __thiscall
_ZN20CBaseCombatCharacter8GiveAmmoEiib
Decompiled
undefined (4 params)
/* CBaseCombatCharacter::GiveAmmo(int, int, bool) */
int __thiscall
CBaseCombatCharacter::GiveAmmo(CBaseCombatCharacter *this,int param_1,int param_2,bool param_3)
{
char cVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
int local_20 [4];
if (((0 < param_1) &&
(cVar1 = (**(code **)(*g_pGameRules + 0x178))(g_pGameRules,this,param_2), cVar1 != '\0')) &&
((uint)param_2 < 0x20)) {
puVar2 = (undefined4 *)GetAmmoDef();
iVar3 = (**(code **)*puVar2)(puVar2,param_2,this);
iVar4 = *(int *)(this + param_2 * 4 + 0x1874);
iVar3 = iVar3 - iVar4;
if ((param_1 < iVar3) || (param_1 = iVar3, 0 < iVar3)) {
if (!param_3) {
CBaseEntity::EmitSound
((CBaseEntity *)this,"BaseCombatCharacter.AmmoPickup",0.0,(float *)0x0);
iVar4 = *(int *)(this + param_2 * 4 + 0x1874);
}
local_20[0] = iVar4 + param_1;
iVar3 = memcmp(this + param_2 * 4 + 0x1874,local_20,4);
if (iVar3 != 0) {
(**(code **)(*(int *)this + 0x560))(this,this + param_2 * 4 + 0x1874);
*(int *)(this + param_2 * 4 + 0x1874) = iVar4 + param_1;
}
return param_1;
}
}
return 0;
}
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.