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 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.