L L4D2node

CFailableAchievement::SetFailed

0x003fd830 · 91 bytes · __thiscall

_ZN20CFailableAchievement9SetFailedEv

Decompiled

undefined (1 param)

/* CFailableAchievement::SetFailed() */

void __thiscall CFailableAchievement::SetFailed(CFailableAchievement *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  
  uVar1 = cc_achievement_debug._28_4_;
  if ((this[0x85] == (CFailableAchievement)0x0) &&
     (this[0x85] = (CFailableAchievement)0x1, *(int *)(uVar1 + 0x30) != 0)) {
    uVar1 = (**(code **)(*(int *)this + 0x20))(this);
    uVar2 = (**(code **)(*(int *)this + 0x20))(this);
    Msg("Achievement failed: %s (%s)\n",uVar2,uVar1);
    return;
  }
  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)