L L4D2node

CBaseAchievement::ShouldSaveWithGame

0x003fc960 · 53 bytes · __thiscall

_ZN16CBaseAchievement18ShouldSaveWithGameEv

Decompiled

undefined (1 param)

/* CBaseAchievement::ShouldSaveWithGame() */

uint __thiscall CBaseAchievement::ShouldSaveWithGame(CBaseAchievement *this)

{
  int iVar1;
  uint uVar2;
  
  if (((byte)this[0x18] & 0x40) != 0) {
    iVar1 = (**(code **)(*(int *)this + 0x4c))(this);
    if (0 < iVar1) {
      uVar2 = (**(code **)(*(int *)this + 0x50))(this);
      return uVar2 ^ 1;
    }
  }
  return 0;
}

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)