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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.