CWin32UploadGameStats::Upload
0x00212c90 · 105 bytes · __thiscall
_ZN21CWin32UploadGameStats6UploadER10CUtlBuffer
Decompiled
undefined (2 params)
/* CWin32UploadGameStats::Upload(CUtlBuffer&) */
undefined4 __thiscall CWin32UploadGameStats::Upload(CWin32UploadGameStats *this,CUtlBuffer *param_1)
{
int iVar1;
char cVar2;
code *pcVar3;
undefined4 local_20 [4];
UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),"Commencing game stats upload connection.")
;
local_20[0] = 0;
do {
iVar1 = *(int *)this + *(int *)(this + 0x14) * 0xc;
pcVar3 = *(code **)(iVar1 + 4);
if (((uint)pcVar3 & 1) != 0) {
pcVar3 = *(code **)(pcVar3 + *(int *)(this + *(int *)(iVar1 + 8)) + -1);
}
cVar2 = (*pcVar3)(this + *(int *)(iVar1 + 8),local_20,param_1);
} while (cVar2 != '\0');
return local_20[0];
}
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.