L L4D2node

CAchievementMgr::Update

0x003e7df0 · 54 bytes · __cdecl

_ZN15CAchievementMgr6UpdateEf

Decompiled

undefined (1 param)

/* CAchievementMgr::Update(float) */

void CAchievementMgr::Update(float param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x74))(param_1);
  if (((cVar1 == '\0') && (sv_cheats != 0)) && (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) != 0)) {
    *(undefined1 *)((int)param_1 + 0x2b0) = 1;
  }
  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)