L L4D2node

CFailableAchievement::PostRestoreSavedGame

0x003fd7d0 · 85 bytes · __thiscall

_ZN20CFailableAchievement20PostRestoreSavedGameEv

Decompiled

undefined (1 param)

/* CFailableAchievement::PostRestoreSavedGame() */

void __thiscall CFailableAchievement::PostRestoreSavedGame(CFailableAchievement *this)

{
  char *pcVar1;
  
  if (this[0x85] == (CFailableAchievement)0x0) {
    pcVar1 = (char *)(**(code **)(*(int *)this + 0xbc))(this);
    if (*pcVar1 == '\0') {
      this[0x84] = (CFailableAchievement)0x1;
      goto LAB_003fd817;
    }
  }
  if (this[0x84] == (CFailableAchievement)0x0) {
    CBaseAchievement::EvaluateIsAlreadyAchieved((CBaseAchievement *)this);
    return;
  }
LAB_003fd817:
  Activate(this);
  CBaseAchievement::EvaluateIsAlreadyAchieved((CBaseAchievement *)this);
  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)