L L4D2node

CBaseAchievement::IsActive

0x003fcbb0 · 81 bytes · __thiscall

_ZN16CBaseAchievement8IsActiveEv

Decompiled

undefined (1 param)

/* CBaseAchievement::IsActive() */

undefined4 __thiscall CBaseAchievement::IsActive(CBaseAchievement *this)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = (**(code **)(*(int *)this + 0x50))(this);
  if ((char)uVar1 != '\0') {
    return 0;
  }
  if ((*(char **)(this + 0x40) != (char *)0x0) &&
     (iVar2 = _V_strcmp((char *)(*(int *)(this + 0x70) + 0x1a8),*(char **)(this + 0x40)), iVar2 != 0
     )) {
    return uVar1;
  }
  return 1;
}

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)