CAchievementMgr::OnEvent
0x003e9a30 · 209 bytes · __thiscall
_ZN15CAchievementMgr7OnEventEP9KeyValues
Decompiled
undefined (2 params)
/* CAchievementMgr::OnEvent(KeyValues*) */
void __thiscall CAchievementMgr::OnEvent(CAchievementMgr *this,KeyValues *param_1)
{
int *piVar1;
char *pcVar2;
int iVar3;
uint uVar4;
pcVar2 = (char *)KeyValues::GetName(param_1);
if ((pcVar2 == "OnProfileDataLoaded") ||
(iVar3 = _V_stricmp(pcVar2,"OnProfileDataLoaded"), iVar3 == 0)) {
iVar3 = KeyValues::GetInt(param_1,"iController",0);
ReadAchievementsFromTitleData(this,iVar3,0);
}
else {
iVar3 = _V_stricmp(pcVar2,"OnProfileLeaderboardData");
if (iVar3 == 0) {
uVar4 = 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((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));
uVar4 = uVar4 & 0xffff;
if (uVar4 != 0xffff) {
do {
piVar1 = *(int **)(uVar4 * 0x10 + *(int *)(this + 0x3c) + 0xc);
(**(code **)(*piVar1 + 0x3c))(piVar1,param_1);
uVar4 = 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((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),(ushort)uVar4);
uVar4 = uVar4 & 0xffff;
} while (uVar4 != 0xffff);
return;
}
}
}
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.