CBaseAchievement::GetNumComponentBitsSet
0x003fd630 · 58 bytes · __thiscall
_ZN16CBaseAchievement22GetNumComponentBitsSetEv
Decompiled
undefined (1 param)
/* CBaseAchievement::GetNumComponentBitsSet() */
int __thiscall CBaseAchievement::GetNumComponentBitsSet(CBaseAchievement *this)
{
int iVar1;
uint uVar2;
uint uVar3;
uVar3 = *(uint *)(this + 0x6c);
uVar2 = *(uint *)(this + 0x68);
iVar1 = 0;
if (uVar3 != 0 || uVar2 != 0) {
do {
iVar1 = (iVar1 + 1) - (uint)((uVar2 & 1) == 0);
uVar2 = uVar2 >> 1 | uVar3 << 0x1f;
uVar3 = uVar3 >> 1;
} while (uVar3 != 0 || uVar2 != 0);
}
return iVar1;
}
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.