CAchievementMgr::PostRestoreSavedGame
0x003e96f0 · 101 bytes · __thiscall
_ZN15CAchievementMgr20PostRestoreSavedGameEv
Decompiled
undefined (1 param)
/* CAchievementMgr::PostRestoreSavedGame() */
void __thiscall CAchievementMgr::PostRestoreSavedGame(CAchievementMgr *this)
{
int *piVar1;
ushort uVar2;
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>>
*this_00;
int iVar3;
iVar3 = 0;
this_00 = (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>>
*)(this + 0x38);
do {
for (uVar2 = 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>>
::FirstInorder(this_00); uVar2 != 0xffff;
uVar2 = 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>>
::NextInorder(this_00,uVar2)) {
piVar1 = *(int **)((uint)uVar2 * 0x10 + *(int *)(this_00 + 4) + 0xc);
(**(code **)(*piVar1 + 0x48))(piVar1);
}
iVar3 = iVar3 + 1;
this_00 = this_00 + 0x1c;
} while (iVar3 != 2);
return;
}
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.