CWin32UploadGameStats::ConnectToHarvesterServer
0x00212ba0 · 110 bytes · __cdecl
_ZN21CWin32UploadGameStats24ConnectToHarvesterServerER22EGameStatsUploadStatusR10CUtlBuffer
Decompiled
undefined (2 params)
/* CWin32UploadGameStats::ConnectToHarvesterServer(EGameStatsUploadStatus&, CUtlBuffer&) */
bool CWin32UploadGameStats::ConnectToHarvesterServer
(EGameStatsUploadStatus *param_1,CUtlBuffer *param_2)
{
int iVar1;
UpdateProgress(*(TGameStatsParameters **)(param_1 + 0x2c),
"Connecting to game stats harvesting server.");
iVar1 = connect(*(int *)(param_1 + 0x28),(sockaddr *)(param_1 + 0x18),0x10);
if (iVar1 == -1) {
UpdateProgress(*(TGameStatsParameters **)(param_1 + 0x2c),"Connection failed.");
*(undefined4 *)param_2 = 9;
}
else {
*(undefined4 *)(param_1 + 0x14) = 2;
}
return iVar1 != -1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.