L L4D2node

CC_GiveCurrentAmmo

0x007a7410 · 279 bytes · unknown

_Z18CC_GiveCurrentAmmov

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_GiveCurrentAmmo() */

void CC_GiveCurrentAmmo(void)

{
  char cVar1;
  CBaseCombatCharacter *this;
  CBaseCombatWeapon *this_00;
  int iVar2;
  undefined4 *puVar3;
  char *pcVar4;
  CAmmoDef *pCVar5;
  
  this = (CBaseCombatCharacter *)UTIL_PlayerByIndex(1);
  if (this != (CBaseCombatCharacter *)0x0) {
    this_00 = (CBaseCombatWeapon *)CBaseCombatCharacter::GetActiveWeapon(this);
    if (this_00 != (CBaseCombatWeapon *)0x0) {
      cVar1 = CBaseCombatWeapon::UsesPrimaryAmmo(this_00);
      if (cVar1 != '\0') {
        iVar2 = (**(code **)(*(int *)this_00 + 0x55c))(this_00);
        if (iVar2 != -1) {
          puVar3 = (undefined4 *)GetAmmoDef();
          pcVar4 = (char *)(**(code **)*puVar3)(puVar3,iVar2,this);
          pCVar5 = (CAmmoDef *)GetAmmoDef();
          puVar3 = (undefined4 *)CAmmoDef::GetAmmoOfIndex(pCVar5,iVar2);
          CBaseCombatCharacter::GiveAmmo((int)this,pcVar4,SUB41(*puVar3,0));
        }
      }
      cVar1 = CBaseCombatWeapon::UsesSecondaryAmmo(this_00);
      if (cVar1 != '\0') {
        cVar1 = (**(code **)(*(int *)this_00 + 0x414))(this_00);
        if (cVar1 != '\0') {
          iVar2 = (**(code **)(*(int *)this_00 + 0x560))(this_00);
          if (iVar2 != -1) {
            puVar3 = (undefined4 *)GetAmmoDef();
            pcVar4 = (char *)(**(code **)*puVar3)(puVar3,iVar2,this);
            pCVar5 = (CAmmoDef *)GetAmmoDef();
            puVar3 = (undefined4 *)CAmmoDef::GetAmmoOfIndex(pCVar5,iVar2);
            CBaseCombatCharacter::GiveAmmo((int)this,pcVar4,SUB41(*puVar3,0));
            return;
          }
        }
      }
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)