L L4D2node

CWin32UploadGameStats::CloseTCPSocket

0x00212ae0 · 64 bytes · __cdecl

_ZN21CWin32UploadGameStats14CloseTCPSocketER22EGameStatsUploadStatusR10CUtlBuffer

Decompiled

undefined (2 params)

/* CWin32UploadGameStats::CloseTCPSocket(EGameStatsUploadStatus&, CUtlBuffer&) */

undefined4
CWin32UploadGameStats::CloseTCPSocket(EGameStatsUploadStatus *param_1,CUtlBuffer *param_2)

{
  UpdateProgress(*(TGameStatsParameters **)(param_1 + 0x2c),"Closing socket, upload succeeded.");
  close(*(int *)(param_1 + 0x28));
  *(undefined4 *)(param_1 + 0x28) = 0;
  *(undefined4 *)param_2 = 0;
  return 0;
}

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)