L L4D2node

CWin32UploadGameStats::DoBlockingReceive

0x00212d20 · 173 bytes · __thiscall

_ZN21CWin32UploadGameStats17DoBlockingReceiveEjR10CUtlBuffer

Decompiled

undefined (3 params)

/* CWin32UploadGameStats::DoBlockingReceive(unsigned int, CUtlBuffer&) */

undefined4 __thiscall
CWin32UploadGameStats::DoBlockingReceive
          (CWin32UploadGameStats *this,uint param_1,CUtlBuffer *param_2)

{
  ssize_t sVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  undefined1 local_2020 [8192];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  *(undefined4 *)(param_2 + 0xc) = 0;
  *(undefined4 *)(param_2 + 0x10) = 0;
  *(undefined4 *)(param_2 + 0x20) = 0;
  *(undefined4 *)(param_2 + 0x1c) = 0;
  param_2[0x14] = (CUtlBuffer)0x0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)param_2);
  do {
    sVar1 = recv(*(int *)(this + 0x28),local_2020,0x2000,0);
    if (sVar1 < 1) {
      uVar2 = 0;
      goto LAB_00212dad;
    }
    CUtlBuffer::Put(param_2,local_2020,sVar1);
  } while (*(uint *)(param_2 + 0x10) < param_1);
  uVar2 = 1;
LAB_00212dad:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar2;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)