L L4D2node

CTerrorGameRules::GetChallengeModeAchievementSlot

0x00509280 · 112 bytes · __thiscall

_ZNK16CTerrorGameRules31GetChallengeModeAchievementSlotEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::GetChallengeModeAchievementSlot() const */

undefined4 __thiscall CTerrorGameRules::GetChallengeModeAchievementSlot(CTerrorGameRules *this)

{
  char *pcVar1;
  KeyValues *this_00;
  undefined4 uVar2;
  
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if ((mp_gamemode[0x15] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(mp_gamemode._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(mp_gamemode._28_4_ + 0x24);
    }
  }
  this_00 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar1);
  uVar2 = 0xffffffff;
  if ((this[0x494] != (CTerrorGameRules)0x0) && (this_00 != (KeyValues *)0x0)) {
    uVar2 = KeyValues::GetInt(this_00,"achievementindex",-1);
  }
  return uVar2;
}

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)