L L4D2node

CBaseAchievement::HandleProgressUpdate

0x003fd1d0 · 80 bytes · __thiscall

_ZN16CBaseAchievement20HandleProgressUpdateEv

Decompiled

undefined (1 param)

/* CBaseAchievement::HandleProgressUpdate() */

void __thiscall CBaseAchievement::HandleProgressUpdate(CBaseAchievement *this)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x20);
  if ((((0 < iVar1) && (iVar2 = *(int *)(this + 0x60), *(int *)(this + 0x24) <= iVar2)) &&
      (iVar2 % iVar1 == 0)) && (*(int *)(this + 100) < iVar2 / iVar1)) {
    ShowProgressNotification(this);
    *(int *)(this + 100) = iVar2 / iVar1;
    *(undefined1 *)(*(int *)(this + 0x70) + 0x2ac + *(int *)(this + 0x74)) = 1;
    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)