L L4D2node

CFailableAchievement::OnEvaluationEvent

0x003fcaa0 · 100 bytes · __thiscall

_ZN20CFailableAchievement17OnEvaluationEventEv

Decompiled

undefined (1 param)

/* CFailableAchievement::OnEvaluationEvent() */

void __thiscall CFailableAchievement::OnEvaluationEvent(CFailableAchievement *this)

{
  undefined4 uVar1;
  char *pcVar2;
  
  if (this[0x85] == (CFailableAchievement)0x0) {
    (**(code **)(*(int *)this + 0xa8))(this);
  }
  if (*(int *)(cc_achievement_debug._28_4_ + 0x30) != 0) {
    pcVar2 = "FAILED";
    if (this[0x85] == (CFailableAchievement)0x0) {
      pcVar2 = "AWARDED";
    }
    uVar1 = (**(code **)(*(int *)this + 0x20))(this);
    Msg("Failable achievement %s has been evaluated (%s), now inactive\n",uVar1,pcVar2);
  }
  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)