CAchievementMgr::GetAchievementByName
0x003e86e0 · 637 bytes · __thiscall
_ZN15CAchievementMgr20GetAchievementByNameEPKci
Decompiled
undefined (3 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CAchievementMgr::GetAchievementByName(char const*, int) */
int * __thiscall
CAchievementMgr::GetAchievementByName(CAchievementMgr *this,char *param_1,int param_2)
{
char cVar1;
int iVar2;
uint uVar3;
ushort *puVar4;
char *pcVar5;
int iVar6;
int iVar7;
int *piVar8;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (___atan2f_finite == 0) {
local_20 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_34,0,0,0,0,
"/data/src/game/server/../../game/shared/achievementmgr.cpp",0x1b0,
&GetAchievementByName(char_const*,int)::tm_fmt,"(%s)%s","Unaccounted",
"GetAchievementByName");
local_20 = ___atan2f_finite;
}
iVar2 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
/* try { // try from 003e8876 to 003e88c4 has its CatchHandler @ 003e8994 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar7 = ThreadGetCurrentId(), iVar2 == iVar7)) {
if ((char *)*_DAT_0105d15c != "GetAchievementByName") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xbfaf8c,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
iVar7 = 0;
iVar2 = param_2 * 0x1c;
uVar3 = *(uint *)(this + iVar2 + 0x40);
if ((short)uVar3 != 0) {
do {
while (((int)uVar3 <= iVar7 || (*(ushort *)(this + iVar2 + 0x4e) < (ushort)iVar7))) {
iVar7 = iVar7 + 1;
if ((int)(uVar3 & 0xffff) <= iVar7) goto LAB_003e880f;
}
if ((CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar6 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel), iVar6 != 0)) {
CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_00f137de = 0xffff;
DAT_00f137e0 = 0xffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
}
puVar4 = (ushort *)(iVar7 * 0x10 + *(int *)(this + iVar2 + 0x3c));
if (((ushort)iVar7 != *puVar4) && (piVar8 = *(int **)(puVar4 + 6), piVar8 != (int *)0x0)) {
/* try { // try from 003e87ec to 003e87fd has its CatchHandler @ 003e8973 */
pcVar5 = (char *)(**(code **)(*piVar8 + 0x20))(piVar8);
iVar6 = _V_stricmp(param_1,pcVar5);
if (iVar6 == 0) goto LAB_003e8811;
}
uVar3 = *(uint *)(this + iVar2 + 0x40);
iVar7 = iVar7 + 1;
} while (iVar7 < (int)(uVar3 & 0xffff));
}
LAB_003e880f:
piVar8 = (int *)0x0;
LAB_003e8811:
iVar2 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar7 = ThreadGetCurrentId(), iVar2 == iVar7)) {
cVar1 = CVProfNode::ExitScope();
if (cVar1 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
return piVar8;
}
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.