CCSPlayer::StockPlayerAmmo
0x0065aaa0 · 519 bytes · __thiscall
_ZN9CCSPlayer15StockPlayerAmmoEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CCSPlayer::StockPlayerAmmo(CBaseCombatWeapon*) */
void __thiscall CCSPlayer::StockPlayerAmmo(CCSPlayer *this,CBaseCombatWeapon *param_1)
{
CBaseEdict *pCVar1;
CBaseCombatWeapon *this_00;
int iVar2;
int *piVar3;
CAmmoDef *pCVar4;
undefined4 *puVar5;
int iVar6;
undefined4 uVar7;
undefined4 uVar8;
undefined4 uVar9;
if ((param_1 == (CBaseCombatWeapon *)0x0) ||
(this_00 = (CBaseCombatWeapon *)
__dynamic_cast(param_1,&CBaseCombatWeapon::typeinfo,&CWeaponCSBase::typeinfo,0),
this_00 == (CBaseCombatWeapon *)0x0)) {
iVar2 = (**(code **)(*(int *)this + 0x484))(this,0);
if ((iVar2 != 0) &&
((piVar3 = (int *)__dynamic_cast(iVar2,&CBaseCombatWeapon::typeinfo,&CWeaponCSBase::typeinfo,
0), piVar3 != (int *)0x0 &&
(iVar2 = (**(code **)(*piVar3 + 0x55c))(piVar3), iVar2 != -1)))) {
pCVar4 = (CAmmoDef *)GetAmmoDef();
puVar5 = (undefined4 *)CAmmoDef::GetAmmoOfIndex(pCVar4,iVar2);
uVar9 = 0;
uVar8 = *puVar5;
uVar7 = 9999;
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x270f,SUB41(uVar8,0));
iVar2 = (**(code **)(*piVar3 + 0x510))(piVar3,uVar7,uVar8,uVar9);
if (iVar2 != piVar3[0x508]) {
if ((char)piVar3[0x1b] == '\0') {
pCVar1 = (CBaseEdict *)piVar3[0xc];
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
*(byte *)(piVar3 + 0x1c) = *(byte *)(piVar3 + 0x1c) | 1;
}
piVar3[0x508] = iVar2;
}
}
iVar2 = (**(code **)(*(int *)this + 0x484))(this,1);
if (iVar2 == 0) {
return;
}
this_00 = (CBaseCombatWeapon *)
__dynamic_cast(iVar2,&CBaseCombatWeapon::typeinfo,&CWeaponCSBase::typeinfo,0);
if (this_00 == (CBaseCombatWeapon *)0x0) {
return;
}
}
else {
iVar2 = CBaseCombatWeapon::GetWpnData(this_00);
if ((*(byte *)(iVar2 + 0x17c) & 0x10) != 0) {
return;
}
}
iVar2 = (**(code **)(*(int *)this_00 + 0x55c))(this_00);
if (iVar2 != -1) {
pCVar4 = (CAmmoDef *)GetAmmoDef();
puVar5 = (undefined4 *)CAmmoDef::GetAmmoOfIndex(pCVar4,iVar2);
uVar9 = 0;
uVar8 = *puVar5;
uVar7 = 9999;
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x270f,SUB41(uVar8,0));
iVar2 = (**(code **)(*(int *)this_00 + 0x510))(this_00,uVar7,uVar8,uVar9);
if (iVar2 != *(int *)(this_00 + 0x1420)) {
if (this_00[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this_00 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this_00[0x70] = (CBaseCombatWeapon)((byte)this_00[0x70] | 1);
}
*(int *)(this_00 + 0x1420) = iVar2;
return;
}
}
return;
}
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.