L L4D2node

CBaseAchievement::SetComponentBits

0x003fd5f0 · 62 bytes · __cdecl

_ZN16CBaseAchievement16SetComponentBitsEy

Decompiled

undefined (1 param)

/* CBaseAchievement::SetComponentBits(unsigned long long) */

void CBaseAchievement::SetComponentBits(ulonglong param_1)

{
  int iVar1;
  uint in_stack_0000000c;
  
  iVar1 = 0;
  *(uint *)((int)param_1 + 0x68) = param_1._4_4_;
  *(uint *)((int)param_1 + 0x6c) = in_stack_0000000c;
  if (in_stack_0000000c != 0 || param_1._4_4_ != 0) {
    do {
      iVar1 = (iVar1 + 1) - (uint)((param_1._4_4_ & 1) == 0);
      param_1._4_4_ = param_1._4_4_ >> 1 | in_stack_0000000c << 0x1f;
      in_stack_0000000c = in_stack_0000000c >> 1;
    } while (in_stack_0000000c != 0 || param_1._4_4_ != 0);
  }
  *(int *)((int)param_1 + 0x60) = iVar1;
  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)