L L4D2node

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 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)