L L4D2node

CBaseAchievement::IncrementCount

0x003fd230 · 380 bytes · __thiscall

_ZN16CBaseAchievement14IncrementCountEv.part.31

Decompiled

undefined (1 param)

/* CBaseAchievement::IncrementCount() [clone .part.31] */

void __thiscall CBaseAchievement::IncrementCount(CBaseAchievement *this)

{
  undefined4 uVar1;
  char cVar2;
  CBaseAchievement *in_EAX;
  uint uVar3;
  undefined4 uVar4;
  int iVar5;
  undefined4 uVar6;
  int in_GS_OFFSET;
  longdouble lVar7;
  char local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  *(int *)(in_EAX + 0x60) = *(int *)(in_EAX + 0x60) + 1;
  uVar3 = (**(code **)(*(int *)in_EAX + 0x24))();
  if ((uVar3 & 0x80) != 0) {
    *(undefined1 *)(*(int *)(in_EAX + 0x70) + 0x2ac + *(int *)(in_EAX + 0x74)) = 1;
  }
  if (*(int *)(cc_achievement_debug._28_4_ + 0x30) != 0) {
    uVar4 = *(undefined4 *)(in_EAX + 0x1c);
    uVar1 = *(undefined4 *)(in_EAX + 0x60);
    uVar6 = (**(code **)(*(int *)in_EAX + 0x20))();
    Msg("Achievement count increased for %s: %d/%d\n",uVar6,uVar1,uVar4);
  }
  if ((in_EAX[0x2d] != (CBaseAchievement)0x0) && (*(int *)(steamapicontext + 0x18) != 0)) {
    uVar4 = (**(code **)(*(int *)in_EAX + 0x20))();
    V_snprintf(local_420,0x400,"%s_STAT",uVar4);
    cVar2 = (**(code **)(**(int **)(steamapicontext + 0x18) + 0xc))
                      (*(int **)(steamapicontext + 0x18),local_420,*(undefined4 *)(in_EAX + 0x60));
    if (cVar2 == '\0') {
      DevMsg("ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n",
             local_420);
    }
    iVar5 = *(int *)(in_EAX + 0x70);
    if (*(float *)(iVar5 + 0x2b4) != 0.0) {
      lVar7 = (longdouble)Plat_FloatTime();
      iVar5 = *(int *)(in_EAX + 0x70);
      if ((float)lVar7 - *(float *)(iVar5 + 0x2b4) <= 900.0) goto LAB_003fd2f9;
    }
    CAchievementMgr::UploadUserData(iVar5);
  }
LAB_003fd2f9:
  if (0 < *(int *)(in_EAX + 0x1c)) {
    if (*(int *)(in_EAX + 0x60) < *(int *)(in_EAX + 0x1c)) {
      HandleProgressUpdate(in_EAX);
    }
    else {
      AwardAchievement(in_EAX);
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)