L L4D2node

CBaseMultiplayerPlayer::AwardAchievement

0x0062cd10 · 95 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer16AwardAchievementEi

Decompiled

undefined (2 params)

/* CBaseMultiplayerPlayer::AwardAchievement(int) */

void __thiscall CBaseMultiplayerPlayer::AwardAchievement(CBaseMultiplayerPlayer *this,int param_1)

{
  undefined **local_2c [8];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 0062cd34 to 0062cd38 has its CatchHandler @ 0062cd6f */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,(CBasePlayer *)this);
                    /* try { // try from 0062cd44 to 0062cd58 has its CatchHandler @ 0062cd81 */
  UserMessageBegin((IRecipientFilter *)local_2c,"AchievementEvent");
  MessageWriteShort(param_1);
  MessageEnd();
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)