L L4D2node

CAchievementMgr::OnAchievementEvent

0x003e9390 · 74 bytes · __thiscall

_ZN15CAchievementMgr18OnAchievementEventEii

Decompiled

undefined (3 params)

/* CAchievementMgr::OnAchievementEvent(int, int) */

void __thiscall CAchievementMgr::OnAchievementEvent(CAchievementMgr *this,int param_1,int param_2)

{
  char cVar1;
  int *piVar2;
  
  piVar2 = (int *)(**(code **)(*(int *)this + 0x60))(this,param_1,param_2);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x50))(piVar2);
    if (cVar1 == '\0') {
                    /* WARNING: Could not recover jumptable at 0x003e93e0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar2 + 0xa8))();
      return;
    }
  }
  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)