L L4D2node

CBaseAchievement::ShowProgressNotification

0x003fd110 · 184 bytes · __thiscall

_ZN16CBaseAchievement24ShowProgressNotificationEv

Decompiled

undefined (1 param)

/* CBaseAchievement::ShowProgressNotification() */

void __thiscall CBaseAchievement::ShowProgressNotification(CBaseAchievement *this)

{
  code *pcVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  
  cVar2 = (**(code **)(*(int *)this + 0x34))(this);
  if (cVar2 != '\0') {
    piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"achievement_event",0,0);
    if (piVar3 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar3 + 0x3c);
      uVar4 = (**(code **)(*(int *)this + 0x20))(this);
      (*pcVar1)(piVar3,"achievement_name",uVar4);
      (**(code **)(*piVar3 + 0x30))(piVar3,"cur_val",*(undefined4 *)(this + 0x60));
      (**(code **)(*piVar3 + 0x30))(piVar3,"max_val",*(undefined4 *)(this + 0x1c));
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
      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)