L L4D2node

CFailableAchievement::ShouldSaveWithGame

0x003fc710 · 37 bytes · __thiscall

_ZN20CFailableAchievement18ShouldSaveWithGameEv

Decompiled

undefined (1 param)

/* CFailableAchievement::ShouldSaveWithGame() */

CFailableAchievement __thiscall CFailableAchievement::ShouldSaveWithGame(CFailableAchievement *this)

{
  CFailableAchievement CVar1;
  
  CVar1 = (CFailableAchievement)0x0;
  if ((((byte)this[0x18] & 0x40) != 0) &&
     (CVar1 = (CFailableAchievement)0x1, this[0x84] == (CFailableAchievement)0x0)) {
    CVar1 = this[0x85];
  }
  return CVar1;
}

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)