L L4D2node

CBaseAchievement::GetComponentDisplayString

0x003fc9b0 · 37 bytes · __thiscall

_ZN16CBaseAchievement25GetComponentDisplayStringEi

Decompiled

undefined (2 params)

/* CBaseAchievement::GetComponentDisplayString(int) */

undefined1 * __thiscall
CBaseAchievement::GetComponentDisplayString(CBaseAchievement *this,int param_1)

{
  undefined1 *puVar1;
  
  puVar1 = &DAT_00d539c2;
  if (((((byte)this[0x18] & 0x20) != 0) && (-1 < param_1)) && (param_1 <= *(int *)(this + 0x50))) {
    puVar1 = *(undefined1 **)(*(int *)(this + 0x4c) + param_1 * 4);
  }
  return puVar1;
}

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)