CTerrorPlayer::OnAmmoPickedUp
0x009a0a80 · 238 bytes · __thiscall
_ZN13CTerrorPlayer14OnAmmoPickedUpEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnAmmoPickedUp() */
void __thiscall CTerrorPlayer::OnAmmoPickedUp(CTerrorPlayer *this)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
CAI_Concept local_24 [20];
pcVar1 = *(code **)(*(int *)this + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"PlayerPickup");
(*pcVar1)(this,local_24,3,"ItemPickedUp:Ammo",0,0,0);
CBaseEntity::EmitSound((CBaseEntity *)this,"BaseCombatCharacter.AmmoPickup",0.0,(float *)0x0);
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"ammo_pickup",0,0);
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar2,"userid",uVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
}
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.