L L4D2node

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 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)