WeaponManager_AmmoMod
0x006d1890 · 219 bytes · __cdecl
_Z21WeaponManager_AmmoModP17CBaseCombatWeapon
Decompiled
undefined (1 param)
/* WeaponManager_AmmoMod(CBaseCombatWeapon*) */
void WeaponManager_AmmoMod(CBaseCombatWeapon *param_1)
{
float fVar1;
int iVar2;
CBaseEdict *this;
int iVar3;
int iVar4;
int iVar5;
iVar5 = 0;
if (0 < DAT_00fe3594) {
do {
iVar4 = *(int *)(g_Managers + iVar5 * 4);
if (*(int *)(iVar4 + 0x440) == *(int *)(param_1 + 0x7c)) {
iVar2 = *(int *)(param_1 + 0x1420);
fVar1 = *(float *)(iVar4 + 0x448);
iVar3 = RandomInt(0xfffffffe,2);
iVar3 = (int)((float)iVar2 * fVar1) + iVar3;
iVar4 = (**(code **)(*(int *)param_1 + 0x510))(param_1);
if (iVar4 < iVar3) {
iVar3 = (**(code **)(*(int *)param_1 + 0x510))(param_1);
}
else if (iVar3 < 1) {
iVar3 = 1;
}
if (iVar3 != *(int *)(param_1 + 0x1420)) {
if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
this = *(CBaseEdict **)(param_1 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar4 + 2) = 0;
}
*(int *)(param_1 + 0x1420) = iVar3;
}
else {
param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
*(int *)(param_1 + 0x1420) = iVar3;
}
}
}
iVar5 = iVar5 + 1;
} while (iVar5 < DAT_00fe3594);
}
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.