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 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.