CWin32UploadGameStats::SendProtocolVersion
0x00213140 · 330 bytes · __thiscall
_ZN21CWin32UploadGameStats19SendProtocolVersionER22EGameStatsUploadStatusR10CUtlBuffer
Decompiled
undefined (3 params)
/* CWin32UploadGameStats::SendProtocolVersion(EGameStatsUploadStatus&, CUtlBuffer&) */
bool __thiscall
CWin32UploadGameStats::SendProtocolVersion
(CWin32UploadGameStats *this,EGameStatsUploadStatus *param_1,CUtlBuffer *param_2)
{
char cVar1;
ssize_t sVar2;
int iVar3;
void *pvVar4;
undefined1 local_10;
undefined1 local_f;
undefined1 local_e;
undefined1 local_d;
UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),
"Sending game stats harvester protocol info.");
CUtlBuffer::SetBigEndian(param_2,true);
*(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);
if (((byte)param_2[0x15] & 1) == 0) {
cVar1 = CUtlBuffer::CheckPut(param_2,4);
if (cVar1 != '\0') {
if (((byte)param_2[0x34] & 1) == 0) {
*(undefined4 *)(*(int *)param_2 + (*(int *)(param_2 + 0x10) - *(int *)(param_2 + 0x20))) = 1
;
iVar3 = *(int *)(param_2 + 0x10);
}
else {
iVar3 = *(int *)(param_2 + 0x10);
pvVar4 = (void *)((iVar3 - *(int *)(param_2 + 0x20)) + *(int *)param_2);
if (pvVar4 != (void *)0x0) {
local_10 = 0;
local_f = 0;
local_e = 0;
local_d = 1;
_V_memcpy(pvVar4,&local_10,4);
iVar3 = *(int *)(param_2 + 0x10);
}
}
*(int *)(param_2 + 0x10) = iVar3 + 4;
CUtlBuffer::AddNullTermination(param_2);
}
}
else {
CUtlBuffer::Printf(param_2,"%d",1);
}
sVar2 = send(*(int *)(this + 0x28),*(void **)param_2,*(size_t *)(param_2 + 0x10),0);
if (sVar2 == -1) {
UpdateProgress(*(TGameStatsParameters **)(this + 0x2c),"Send failed.");
*(undefined4 *)param_1 = 1;
}
else {
*(undefined4 *)(this + 0x14) = 3;
}
return sVar2 != -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.