L L4D2node

_GLOBAL__sub_I_g_AchievementMsgHandler

0x00383650 · 356 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_g_AchievementMsgHandler(void)

{
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  vec2_origin._0_4_ = 0;
  vec2_origin._4_4_ = 0;
  vec2_invalid._0_4_ = 0x7f7fffff;
  vec2_invalid._4_4_ = 0x7f7fffff;
  vec4_origin._0_4_ = 0;
  vec4_origin._4_4_ = 0;
  vec4_origin._8_4_ = 0;
  vec4_origin._12_4_ = 0;
  vec4_invalid._0_4_ = 0x7f7fffff;
  vec4_invalid._4_4_ = 0x7f7fffff;
  vec4_invalid._8_4_ = 0x7f7fffff;
  vec4_invalid._12_4_ = 0x7f7fffff;
  g_AchievementMsgHandler._0_4_ = &PTR__CGameEventListener_00bfb6e8;
  g_AchievementMsgHandler[8] = 0;
  g_AchievementMsgHandler._4_4_ = 0x2a;
                    /* try { // try from 00383715 to 00383719 has its CatchHandler @ 003837b4 */
  CAutoGameSystem::CAutoGameSystem
            ((CAutoGameSystem *)(g_AchievementMsgHandler + 0xc),"CAchievementMsgHandler");
  g_AchievementMsgHandler._0_4_ = &PTR__CAchievementMsgHandler_00c25d28;
  g_AchievementMsgHandler._12_4_ = &PTR_Name_00c25d44;
  g_AchievementMsgHandler._24_4_ = 0;
  g_AchievementMsgHandler._28_4_ = 0;
  g_AchievementMsgHandler._32_4_ = 0;
  g_AchievementMsgHandler._36_4_ = 0;
  g_AchievementMsgHandler._40_4_ = 0;
  g_AchievementMsgHandler._44_4_ = 0;
  g_AchievementMsgHandler._48_4_ = 0;
  g_AchievementMsgHandler._52_4_ = 0;
  g_AchievementMsgHandler._56_4_ = 0;
  g_AchievementMsgHandler._60_4_ = 0;
  __cxa_atexit(CAchievementMsgHandler::~CAchievementMsgHandler,g_AchievementMsgHandler,&__dso_handle
              );
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

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

Return-type handling cheatsheet (DHookReturn)