L L4D2node

CWin32UploadGameStats::ReceiveProtocolOkay

0x00213000 · 304 bytes · __thiscall

_ZN21CWin32UploadGameStats19ReceiveProtocolOkayER22EGameStatsUploadStatusR10CUtlBuffer

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CWin32UploadGameStats::ReceiveProtocolOkay
          (CWin32UploadGameStats *this,EGameStatsUploadStatus *param_1,CUtlBuffer *param_2)

{
  char cVar1;
  undefined4 uVar2;
  char local_1d [13];
  
  UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),
                 "Receiving harvesting protocol acknowledgement.");
  *(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);
  uVar2 = DoBlockingReceive(this,1,param_2);
  if ((char)uVar2 == '\0') {
    UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),"Didn\'t receive protocol failure data.")
    ;
    *(undefined4 *)param_1 = 1;
    return uVar2;
  }
  if (((byte)param_2[0x15] & 1) == 0) {
    cVar1 = CUtlBuffer::CheckGet(param_2,1);
    if (cVar1 == '\0') goto LAB_002130cc;
    cVar1 = *(char *)(*(int *)param_2 + (*(int *)(param_2 + 0xc) - *(int *)(param_2 + 0x20)));
    *(int *)(param_2 + 0xc) = *(int *)(param_2 + 0xc) + 1;
  }
  else {
    local_1d[0] = '\0';
    CUtlBuffer::Scanf(param_2,"%c",local_1d);
    cVar1 = local_1d[0];
  }
  if (cVar1 != '\0') {
    UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),"Protocol OK.");
    *(undefined4 *)(this + 0x14) = 4;
    return uVar2;
  }
LAB_002130cc:
  UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),"Server rejected protocol.");
  *(undefined4 *)param_1 = 1;
  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)