UTIL_GetAchievementEventMask
0x00582180 · 154 bytes · unknown
_Z28UTIL_GetAchievementEventMaskv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UTIL_GetAchievementEventMask() */
undefined2 UTIL_GetAchievementEventMask(void)
{
char *pcVar1;
int iVar2;
int in_GS_OFFSET;
undefined2 local_114 [2];
char local_110 [256];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
CRC32_Init((ulong *)local_114);
pcVar1 = "";
if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
pcVar1 = *(char **)(gpGlobals + 0x3c);
}
V_strncpy(local_110,pcVar1,0x100);
_V_strlower(local_110);
iVar2 = _V_strlen(local_110);
CRC32_ProcessBuffer((ulong *)local_114,local_110,iVar2);
CRC32_Final((ulong *)local_114);
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return local_114[0];
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.