L L4D2node

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 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)