L L4D2node

CBaseAchievement::CheckAchievementsEnabled

0x003fca40 · 80 bytes · __thiscall

_ZN16CBaseAchievement24CheckAchievementsEnabledEv

Decompiled

undefined (1 param)

/* CBaseAchievement::CheckAchievementsEnabled() */

undefined4 __thiscall CBaseAchievement::CheckAchievementsEnabled(CBaseAchievement *this)

{
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  
  if (g_pGameRules != (int *)0x0) {
    pcVar1 = *(code **)(*g_pGameRules + 0x94);
    uVar3 = (**(code **)(*(int *)this + 0x1c))(this);
    cVar2 = (*pcVar1)(g_pGameRules,uVar3);
    if (cVar2 == '\0') {
      return 0;
    }
  }
  uVar3 = CAchievementMgr::CheckAchievementsEnabled();
  return uVar3;
}

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)