CBaseCombatCharacter::Weapon_GetWpnForAmmo
0x005f4510 · 130 bytes · __thiscall
_ZN20CBaseCombatCharacter20Weapon_GetWpnForAmmoEi
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_GetWpnForAmmo(int) */
int * __thiscall CBaseCombatCharacter::Weapon_GetWpnForAmmo(CBaseCombatCharacter *this,int param_1)
{
uint uVar1;
int *piVar2;
int iVar3;
undefined *puVar4;
int iVar5;
iVar5 = 0;
do {
uVar1 = *(uint *)(this + iVar5 * 4 + 0x18f4);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
iVar3 = (**(code **)(*piVar2 + 0x55c))(piVar2);
if (iVar3 == param_1) {
return piVar2;
}
iVar3 = (**(code **)(*piVar2 + 0x560))(piVar2);
if (param_1 == iVar3) {
return piVar2;
}
}
iVar5 = iVar5 + 1;
if (iVar5 == 0x38) {
return (int *)0x0;
}
} 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.