CBaseAchievement::SetAssetAward
0x003fd6c0 · 106 bytes · __thiscall
_ZN16CBaseAchievement13SetAssetAwardEPKc
Decompiled
undefined (2 params)
/* CBaseAchievement::SetAssetAward(char const*) */
void __thiscall CBaseAchievement::SetAssetAward(CBaseAchievement *this,char *param_1)
{
int *piVar1;
undefined4 *puVar2;
int iVar3;
piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x20))(g_pMatchFramework);
for (puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0x20))(piVar1);
(puVar2 != (undefined4 *)0x0 && ((char *)*puVar2 != (char *)0x0)); puVar2 = puVar2 + 2) {
iVar3 = _V_stricmp((char *)*puVar2,param_1);
if (iVar3 == 0) {
*(undefined4 *)(this + 0x80) = puVar2[1];
return;
}
}
*(undefined4 *)(this + 0x80) = 0;
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.