L L4D2node

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 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)