CBaseAchievement::EnsureComponentBitSetAndEvaluate
0x003fd430 · 328 bytes · __thiscall
_ZN16CBaseAchievement32EnsureComponentBitSetAndEvaluateEi
Decompiled
undefined (2 params)
/* CBaseAchievement::EnsureComponentBitSetAndEvaluate(int) */
void __thiscall
CBaseAchievement::EnsureComponentBitSetAndEvaluate(CBaseAchievement *this,int param_1)
{
char cVar1;
undefined4 uVar2;
int iVar3;
uint uVar4;
uint uVar5;
cVar1 = (**(code **)(*(int *)this + 0x50))(this);
if (cVar1 == '\0') {
uVar4 = (uint)param_1 >> 5 & 1;
uVar5 = uVar4 << ((byte)param_1 & 0x1f);
uVar4 = (uVar4 ^ 1) << ((byte)param_1 & 0x1f);
if ((*(uint *)(this + 0x6c) & uVar5) == 0 && (*(uint *)(this + 0x68) & uVar4) == 0) {
cVar1 = (**(code **)(*(int *)this + 0xa0))(this);
if (cVar1 == '\0') {
(**(code **)(*(int *)this + 0x20))(this);
Msg();
return;
}
uVar4 = *(uint *)(this + 0x68) | uVar4;
*(uint *)(this + 0x68) = uVar4;
uVar5 = *(uint *)(this + 0x6c) | uVar5;
*(uint *)(this + 0x6c) = uVar5;
iVar3 = 0;
if (uVar5 != 0 || uVar4 != 0) {
do {
iVar3 = (iVar3 + 1) - (uint)((uVar4 & 1) == 0);
uVar4 = uVar4 >> 1 | uVar5 << 0x1f;
uVar5 = uVar5 >> 1;
} while (uVar5 != 0 || uVar4 != 0);
}
*(int *)(this + 0x60) = iVar3;
if (*(int *)(this + 0x1c) != iVar3) {
*(undefined1 *)(*(int *)(this + 0x70) + 0x2ac + *(int *)(this + 0x74)) = 1;
if (*(int *)(cc_achievement_debug._28_4_ + 0x30) != 0) {
uVar2 = (**(code **)(*(int *)this + 0x20))(this);
Msg("Component %d for achievement %s found\n",param_1,uVar2);
}
ShowProgressNotification(this);
return;
}
AwardAchievement(this);
return;
}
if (*(int *)(cc_achievement_debug._28_4_ + 0x30) != 0) {
uVar2 = (**(code **)(*(int *)this + 0x20))(this);
Msg("Component %d for achievement %s found, but already had that component\n",param_1,uVar2);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.