CBaseCombatCharacter::GiveAmmo
0x005f4fa0 · 109 bytes · __cdecl
_ZN20CBaseCombatCharacter8GiveAmmoEiPKcb
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::GiveAmmo(int, char const*, bool) */
undefined4 CBaseCombatCharacter::GiveAmmo(int param_1,char *param_2,bool param_3)
{
CAmmoDef *this;
int iVar1;
undefined4 uVar2;
undefined3 in_stack_0000000d;
this = (CAmmoDef *)GetAmmoDef();
iVar1 = CAmmoDef::Index(this,_param_3);
if (iVar1 != -1) {
/* WARNING: Could not recover jumptable at 0x005f4ff1. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (**(code **)(*(int *)param_1 + 0x44c))();
return uVar2;
}
Msg("ERROR: Attempting to give unknown ammo type (%s)\n",_param_3);
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.