L L4D2node

CWin32UploadGameStats::AddState

0x00213990 · 51 bytes · __cdecl

_ZN21CWin32UploadGameStats8AddStateEjMS_FbR22EGameStatsUploadStatusR10CUtlBufferE

Decompiled

undefined (2 params)

/* CWin32UploadGameStats::AddState(unsigned int, bool
   (CWin32UploadGameStats::*)(EGameStatsUploadStatus&, CUtlBuffer&)) */

void CWin32UploadGameStats::AddState
               (uint param_1,_func_bool_EGameStatsUploadStatus_ptr_CUtlBuffer_ptr *param_2)

{
  _func_bool_EGameStatsUploadStatus_ptr_CUtlBuffer_ptr *local_18 [5];
  
  local_18[0] = param_2;
  CUtlVector<CWin32UploadGameStats::FSMState_t,CUtlMemory<CWin32UploadGameStats::FSMState_t,int>>::
  InsertBefore((CUtlVector<CWin32UploadGameStats::FSMState_t,CUtlMemory<CWin32UploadGameStats::FSMState_t,int>>
                *)param_1,*(int *)(param_1 + 0xc),(FSMState_t *)local_18);
  return;
}

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)