L L4D2node

CAchievementMgr::LevelInitPreEntity

0x003e9d10 · 612 bytes · __thiscall

_ZN15CAchievementMgr18LevelInitPreEntityEv

Decompiled

undefined (1 param)

/* CAchievementMgr::LevelInitPreEntity() */

void __thiscall CAchievementMgr::LevelInitPreEntity(CAchievementMgr *this)

{
  char cVar1;
  ushort uVar2;
  char *pcVar3;
  int iVar4;
  uint uVar5;
  CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>> *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_01;
  int local_30;
  CBaseAchievement *local_20 [4];
  
  iVar4 = gpGlobals;
  *(undefined4 *)(this + 0xcc) = 0;
  *(undefined4 *)(this + 0xf4) = 0;
  this_01 = (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);
  *(undefined4 *)(this + 0x11c) = 0;
  *(undefined4 *)(this + 0x2c8) = 0;
  *(undefined4 *)(this + 400) = 0;
  *(undefined4 *)(this + 0x198) = 0;
  *(undefined4 *)(this + 0x1a0) = 0;
  *(undefined4 *)(this + 0xe0) = 0;
  *(undefined4 *)(this + 0x108) = 0;
  *(undefined4 *)(this + 0x130) = 0;
  *(undefined4 *)(this + 0x2dc) = 0;
  *(undefined4 *)(this + 0x194) = 0;
  *(undefined4 *)(this + 0x19c) = 0;
  *(undefined4 *)(this + 0x1a4) = 0;
  pcVar3 = "";
  if (*(char **)(iVar4 + 0x3c) != (char *)0x0) {
    pcVar3 = *(char **)(iVar4 + 0x3c);
  }
  V_strncpy((char *)(this + 0x1a8),pcVar3,0x104);
  this_00 = (CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>> *)(this + 0x110);
  local_30 = 0;
  do {
    if (this[local_30 + 0x2ae] != (CAchievementMgr)0x0) {
      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_01);
      for (; 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_01,uVar2)) {
        local_20[0] = *(CBaseAchievement **)((uint)uVar2 * 0x10 + *(int *)(this_01 + 4) + 0xc);
        if ((*(char **)(local_20[0] + 0x40) == (char *)0x0) ||
           (iVar4 = _V_strcmp((char *)(this + 0x1a8),*(char **)(local_20[0] + 0x40)), iVar4 == 0)) {
          uVar5 = (**(code **)(*(int *)local_20[0] + 0x24))(local_20[0]);
          if ((uVar5 & 1) == 0) {
            uVar5 = (**(code **)(*(int *)local_20[0] + 0x24))(local_20[0]);
            if ((uVar5 & 2) != 0) goto LAB_003e9efb;
LAB_003e9e53:
            uVar5 = (**(code **)(*(int *)local_20[0] + 0x24))(local_20[0]);
            if ((uVar5 & 4) != 0) goto LAB_003e9f27;
LAB_003e9e66:
            cVar1 = (**(code **)(*(int *)local_20[0] + 0x54))(local_20[0]);
          }
          else {
            CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::InsertBefore
                      (this_00 + -0x50,*(int *)(this_00 + -0x44),local_20);
            uVar5 = (**(code **)(*(int *)local_20[0] + 0x24))(local_20[0]);
            if ((uVar5 & 2) == 0) goto LAB_003e9e53;
LAB_003e9efb:
            CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::InsertBefore
                      (this_00 + -0x28,*(int *)(this_00 + -0x1c),local_20);
            uVar5 = (**(code **)(*(int *)local_20[0] + 0x24))(local_20[0]);
            if ((uVar5 & 4) == 0) goto LAB_003e9e66;
LAB_003e9f27:
            CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::InsertBefore
                      (this_00,*(int *)(this_00 + 0xc),local_20);
            cVar1 = (**(code **)(*(int *)local_20[0] + 0x54))(local_20[0]);
          }
          if (cVar1 != '\0') {
            (**(code **)(*(int *)local_20[0] + 0x14))(local_20[0]);
          }
        }
      }
      *(undefined4 *)(this + local_30 * 4 + 0x188) = *(undefined4 *)(gpGlobals + 0xc);
    }
    local_30 = local_30 + 1;
    this_01 = this_01 + 0x1c;
    this_00 = this_00 + 0x14;
    if (local_30 == 2) {
      return;
    }
  } while( true );
}

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)