L L4D2node

CBaseAchievement::EvaluateNewAchievement

0x003fd050 · 86 bytes · __thiscall

_ZN16CBaseAchievement22EvaluateNewAchievementEv

Decompiled

undefined (1 param)

/* CBaseAchievement::EvaluateNewAchievement() */

void __thiscall CBaseAchievement::EvaluateNewAchievement(CBaseAchievement *this)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x50))(this);
  if (((cVar1 == '\0') && (0 < *(int *)(this + 0x1c))) &&
     (*(int *)(this + 0x1c) <= *(int *)(this + 0x60))) {
    *(undefined1 *)(*(int *)(this + 0x70) + 0x2b8) = 0;
    AwardAchievement(this);
    *(undefined1 *)(*(int *)(this + 0x70) + 0x2b8) = 1;
    (**(code **)(*(int *)this + 0x5c))(this,*(undefined4 *)(this + 0x74));
  }
  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)