CBaseCombatCharacter::Weapon_EquipAmmoOnly
0x005f2570 · 516 bytes · __thiscall
_ZN20CBaseCombatCharacter20Weapon_EquipAmmoOnlyEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) */
bool __thiscall
CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1)
{
uint uVar1;
CBaseEntity *this_00;
undefined4 uVar2;
CBaseEdict *pCVar3;
char cVar4;
char *pcVar5;
int iVar6;
int iVar7;
undefined *puVar8;
undefined4 uVar9;
int iVar10;
int iVar11;
iVar11 = 0;
do {
uVar1 = *(uint *)(this + iVar11 * 4 + 0x18f4);
if ((((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar8 + 4), this_00 != (CBaseEntity *)0x0)) {
pcVar5 = *(char **)(param_1 + 0x7c);
if (pcVar5 == (char *)0x0) {
pcVar5 = "";
}
if ((pcVar5 == *(char **)(this_00 + 0x7c)) ||
(cVar4 = CBaseEntity::ClassMatchesComplex(this_00,pcVar5), cVar4 != '\0')) {
cVar4 = (**(code **)(*(int *)param_1 + 0x548))(param_1);
if (cVar4 == '\0') {
uVar2 = *(undefined4 *)(param_1 + 0x144c);
cVar4 = (**(code **)(*(int *)param_1 + 0x54c))(param_1);
}
else {
uVar2 = *(undefined4 *)(param_1 + 0x1420);
cVar4 = (**(code **)(*(int *)param_1 + 0x54c))(param_1);
}
if (cVar4 == '\0') {
uVar9 = *(undefined4 *)(param_1 + 0x1450);
}
else {
uVar9 = *(undefined4 *)(param_1 + 0x1424);
}
iVar11 = (**(code **)(*(int *)this + 0x44c))(this,uVar2,*(undefined4 *)(param_1 + 0x1418),0)
;
iVar6 = (**(code **)(*(int *)this + 0x44c))(this,uVar9,*(undefined4 *)(param_1 + 0x141c),0);
cVar4 = (**(code **)(*(int *)param_1 + 0x548))(param_1);
if (cVar4 == '\0') {
*(int *)(param_1 + 0x144c) = *(int *)(param_1 + 0x144c) - iVar11;
}
else {
iVar10 = *(int *)(param_1 + 0x1420) - iVar11;
if (*(int *)(param_1 + 0x1420) != iVar10) {
if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar3 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar7 + 2) = 0;
}
}
else {
param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
}
*(int *)(param_1 + 0x1420) = iVar10;
}
}
cVar4 = (**(code **)(*(int *)param_1 + 0x54c))(param_1);
if (cVar4 == '\0') {
*(int *)(param_1 + 0x1450) = *(int *)(param_1 + 0x1450) - iVar6;
}
else {
iVar10 = *(int *)(param_1 + 0x1424) - iVar6;
if (*(int *)(param_1 + 0x1424) != iVar10) {
if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar3 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar7 + 2) = 0;
}
}
else {
param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
}
*(int *)(param_1 + 0x1424) = iVar10;
}
}
return 0 < iVar11 || 0 < iVar6;
}
}
iVar11 = iVar11 + 1;
if (iVar11 == 0x38) {
return false;
}
} while( true );
}
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.