L L4D2node

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 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)