L L4D2node

CAchievementMgr::Init

0x003e7b70 · 150 bytes · __thiscall

_ZN15CAchievementMgr4InitEv

Decompiled

undefined (1 param)

/* CAchievementMgr::Init() */

undefined4 __thiscall CAchievementMgr::Init(CAchievementMgr *this)

{
  int *piVar1;
  undefined4 *puVar2;
  
  (**(code **)(*engine + 0x1a0))(engine,this + 0x1c);
  piVar1 = gameeventmanager;
  this[0x14] = (CAchievementMgr)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this + 0xc,"entity_killed",1);
  piVar1 = gameeventmanager;
  this[0x14] = (CAchievementMgr)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this + 0xc,"game_init",1);
  puVar2 = (undefined4 *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
  (**(code **)*puVar2)(puVar2,this + 0x18);
  return 1;
}

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)