L L4D2node

CWeaponAmmoSpawn::Use

0x008dced0 · 401 bytes · __cdecl

_ZN16CWeaponAmmoSpawn3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CWeaponAmmoSpawn::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CWeaponAmmoSpawn::Use(undefined4 param_1,CBaseCombatCharacter *param_2)

{
  code *pcVar1;
  char cVar2;
  CBaseCombatWeapon *this;
  int iVar3;
  CAmmoDef *this_00;
  int iVar4;
  undefined4 *puVar5;
  int iVar6;
  int iVar7;
  int *piVar8;
  undefined4 uVar9;
  
  if (((param_2 != (CBaseCombatCharacter *)0x0) &&
      (cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar2 != '\0')) &&
     (this = (CBaseCombatWeapon *)(**(code **)(*(int *)param_2 + 0x484))(param_2,0),
     this != (CBaseCombatWeapon *)0x0)) {
    iVar3 = (**(code **)(*(int *)this + 0x638))(this);
    if ((iVar3 == 0x15) || (iVar3 = (**(code **)(*(int *)this + 0x638))(this), iVar3 == 0x25)) {
      piVar8 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"ammo_pile_weapon_cant_use_ammo",0,0);
      if (piVar8 != (int *)0x0) {
        pcVar1 = *(code **)(*piVar8 + 0x30);
        uVar9 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
        (*pcVar1)(piVar8,"userid",uVar9);
                    /* WARNING: Could not recover jumptable at 0x008dd043. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*gameeventmanager + 0x20))();
        return;
      }
    }
    else {
      cVar2 = CBaseCombatWeapon::UsesPrimaryAmmo(this);
      if (cVar2 != '\0') {
        iVar3 = (**(code **)(*(int *)this + 0x55c))(this);
        this_00 = (CAmmoDef *)GetAmmoDef();
        iVar4 = CAmmoDef::GetAmmoOfIndex(this_00,iVar3);
        if (iVar4 != 0) {
          puVar5 = (undefined4 *)GetAmmoDef();
          iVar4 = (**(code **)*puVar5)(puVar5,iVar3,param_2);
          iVar6 = (**(code **)(*(int *)this + 0x510))(this);
          iVar7 = CBaseCombatCharacter::GetAmmoCount(param_2,iVar3);
          if ((int)(iVar7 + (*(int *)(this + 0x1420) - (uint)(byte)this[0x1790])) < iVar6 + iVar4) {
            CBaseCombatCharacter::SetAmmoCount
                      (param_2,(iVar6 + iVar4) -
                               (*(int *)(this + 0x1420) - (uint)(byte)this[0x1790]),iVar3);
            CTerrorPlayer::OnAmmoPickedUp((CTerrorPlayer *)param_2);
            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)