L L4D2node

CBaseAchievement::SetShowOnHUD

0x003fc5d0 · 35 bytes · __thiscall

_ZN16CBaseAchievement12SetShowOnHUDEb

Decompiled

undefined (2 params)

/* CBaseAchievement::SetShowOnHUD(bool) */

void __thiscall CBaseAchievement::SetShowOnHUD(CBaseAchievement *this,bool param_1)

{
  if (this[0x7c] != (CBaseAchievement)param_1) {
    *(undefined1 *)(*(int *)(this + 0x70) + 0x2ac + *(int *)(this + 0x74)) = 1;
  }
  this[0x7c] = (CBaseAchievement)param_1;
  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)