L L4D2node

CBaseAchievement::FireGameEvent

0x003fcb10 · 152 bytes · __thiscall

_ZN16CBaseAchievement13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CBaseAchievement::FireGameEvent(IGameEvent*) */

void __thiscall CBaseAchievement::FireGameEvent(CBaseAchievement *this,IGameEvent *param_1)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  
  cVar1 = (**(code **)(*(int *)this + 0x54))(this);
  if ((cVar1 != '\0') &&
     ((*(char **)(this + 0x40) == (char *)0x0 ||
      (iVar2 = _V_strcmp((char *)(*(int *)(this + 0x70) + 0x1a8),*(char **)(this + 0x40)),
      iVar2 == 0)))) {
    pcVar3 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
    iVar2 = _V_strcmp(pcVar3,"teamplay_round_win");
    if ((iVar2 != 0) ||
       ((((byte)this[0x19] & 4) == 0 ||
        (cVar1 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"full_round",0), cVar1 != '\0')))) {
                    /* WARNING: Could not recover jumptable at 0x003fcb7f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0xa4))();
      return;
    }
  }
  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)