L L4D2node

CBaseAchievement::EvaluateIsAlreadyAchieved

0x003fd0b0 · 72 bytes · __thiscall

_ZN16CBaseAchievement25EvaluateIsAlreadyAchievedEv

Decompiled

undefined (1 param)

/* CBaseAchievement::EvaluateIsAlreadyAchieved() */

void __thiscall CBaseAchievement::EvaluateIsAlreadyAchieved(CBaseAchievement *this)

{
  int *piVar1;
  code *pcVar2;
  undefined4 uVar3;
  CBaseAchievement local_1d [13];
  
  piVar1 = *(int **)(steamapicontext + 0x18);
  pcVar2 = *(code **)(*piVar1 + 0x18);
  uVar3 = (**(code **)(*(int *)this + 0x20))(this);
  (*pcVar2)(piVar1,uVar3,local_1d);
  this[0x5c] = local_1d[0];
  EvaluateNewAchievement(this);
  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)