L L4D2node

CAchievementMgr::GetAchievementCount

0x003e7d30 · 110 bytes · __thiscall

_ZN15CAchievementMgr19GetAchievementCountEb

Decompiled

undefined (2 params)

/* CAchievementMgr::GetAchievementCount(bool) */

int __thiscall CAchievementMgr::GetAchievementCount(CAchievementMgr *this,bool param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int local_14;
  
  if (*(ushort *)(this + 0x4a) == 0) {
    local_14 = 0;
  }
  else {
    iVar3 = (uint)*(ushort *)(this + 0x4a) * 0x10;
    iVar2 = 0;
    local_14 = 0;
    do {
      while (iVar1 = *(int *)(*(int *)(this + 0x3c) + 0xc + iVar2), param_1) {
        if (*(int *)(iVar1 + 0x80) < 1) goto LAB_003e7d6a;
LAB_003e7d85:
        local_14 = local_14 + 1;
        iVar2 = iVar2 + 0x10;
        if (iVar2 == iVar3) {
          return local_14;
        }
      }
      if (*(int *)(iVar1 + 0x80) < 1) goto LAB_003e7d85;
LAB_003e7d6a:
      iVar2 = iVar2 + 0x10;
    } while (iVar2 != iVar3);
  }
  return local_14;
}

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)