L L4D2node

CTerrorPlayer::ScriptGivePrimaryAmmo

0x00995c00 · 77 bytes · __thiscall

_ZN13CTerrorPlayer21ScriptGivePrimaryAmmoEi

Decompiled

undefined (2 params)

/* CTerrorPlayer::ScriptGivePrimaryAmmo(int) */

void __thiscall CTerrorPlayer::ScriptGivePrimaryAmmo(CTerrorPlayer *this,int param_1)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0x484))(this,0);
  if (piVar1 != (int *)0x0) {
    iVar2 = (**(code **)(*piVar1 + 0x55c))(piVar1);
    CBaseCombatCharacter::GiveAmmo((CBaseCombatCharacter *)this,param_1,iVar2,false);
  }
  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)