CBaseAchievement::CalcProgressMsgIncrement
0x003fc610 · 103 bytes · __thiscall
_ZN16CBaseAchievement24CalcProgressMsgIncrementEv
Decompiled
undefined (1 param)
/* CBaseAchievement::CalcProgressMsgIncrement() */
void __thiscall CBaseAchievement::CalcProgressMsgIncrement(CBaseAchievement *this)
{
uint uVar1;
int iVar2;
int iVar3;
uint uVar4;
uVar1 = *(uint *)(this + 0x1c);
uVar4 = uVar1 + 3;
if (-1 < (int)uVar1) {
uVar4 = uVar1;
}
iVar3 = (int)uVar4 >> 2;
*(int *)(this + 0x20) = iVar3;
if ((uVar1 & 3) != 0) {
iVar2 = (int)uVar1 / 3;
if (uVar1 == iVar2 * 3) {
*(int *)(this + 0x20) = iVar2;
iVar3 = iVar2;
}
else {
iVar2 = (int)uVar1 / 5;
if (uVar1 == iVar2 * 5) {
*(int *)(this + 0x20) = iVar2;
iVar3 = iVar2;
}
}
}
if (iVar3 < 5) {
*(undefined4 *)(this + 0x20) = 0;
}
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.