L L4D2node

CFailableAchievement::OnMapEvent

0x003fc890 · 131 bytes · __thiscall

_ZN20CFailableAchievement10OnMapEventEPKc

Decompiled

undefined (2 params)

/* CFailableAchievement::OnMapEvent(char const*) */

void __thiscall CFailableAchievement::OnMapEvent(CFailableAchievement *this,char *param_1)

{
  char *pcVar1;
  int iVar2;
  
  if (this[0x84] == (CFailableAchievement)0x0) {
    pcVar1 = (char *)(**(code **)(*(int *)this + 0xbc))(this);
    iVar2 = _V_stricmp(param_1,pcVar1);
    if (iVar2 == 0) {
                    /* WARNING: Could not recover jumptable at 0x003fc919. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0xb4))();
      return;
    }
    if (this[0x84] == (CFailableAchievement)0x0) {
      return;
    }
  }
  pcVar1 = (char *)(**(code **)(*(int *)this + 0xc0))(this);
  iVar2 = _V_stricmp(param_1,pcVar1);
  if (iVar2 != 0) {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x003fc8d3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0xb8))();
  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)