L L4D2node

CBaseAchievement::ShouldSaveGlobal

0x003fd670 · 65 bytes · __thiscall

_ZN16CBaseAchievement16ShouldSaveGlobalEv

Decompiled

undefined (1 param)

/* CBaseAchievement::ShouldSaveGlobal() */

undefined4 __thiscall CBaseAchievement::ShouldSaveGlobal(CBaseAchievement *this)

{
  char cVar1;
  int iVar2;
  
  if ((((byte)this[0x18] & 0x80) != 0) &&
     (iVar2 = (**(code **)(*(int *)this + 0x4c))(this), 0 < iVar2)) {
    return 1;
  }
  cVar1 = (**(code **)(*(int *)this + 0x50))(this);
  if (cVar1 != '\0') {
    return 1;
  }
  return CONCAT31((int3)((uint)*(int *)(this + 100) >> 8),0 < *(int *)(this + 100));
}

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)