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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.