L L4D2node

CUploadGameStats::UploadGameStats

0x00214a30 · 373 bytes · __thiscall

_ZN16CUploadGameStats15UploadGameStatsEPKcjjPKv

Decompiled

undefined (5 params)

/* CUploadGameStats::UploadGameStats(char const*, unsigned int, unsigned int, void const*) */

bool __thiscall
CUploadGameStats::UploadGameStats
          (CUploadGameStats *this,char *param_1,uint param_2,uint param_3,void *param_4)

{
  int iVar1;
  int in_GS_OFFSET;
  bool bVar2;
  undefined4 local_108;
  undefined4 local_104;
  undefined2 local_100;
  undefined4 local_fc;
  char local_f8 [64];
  char local_b8 [64];
  char local_78 [64];
  uint local_38;
  uint local_34;
  void *local_30;
  int local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  (**(code **)(*(int *)this + 8))(this);
  bVar2 = false;
  if (this[0x14] != (CUploadGameStats)0x0) {
    iVar1 = GetSteamAppID();
    bVar2 = false;
    if (iVar1 != 0) {
      netadr_s::SetIP((netadr_s *)&local_108,0);
      netadr_s::SetPort((netadr_s *)&local_108,0);
      netadr_s::SetType((netadr_s *)&local_108,3);
      local_24 = 0;
      _V_memset(&local_108,0,0xe8);
      local_108 = *(undefined4 *)(this + 4);
      local_104 = *(undefined4 *)(this + 8);
      local_100 = *(undefined2 *)(this + 0xc);
      local_fc = build_number();
      V_strncpy(local_f8,"hl2.exe",0x40);
      V_FileBase(com_gamedir,local_b8,0x40);
      V_FileBase(param_1,local_78,0x40);
      local_30 = param_4;
      local_38 = param_2;
      local_34 = param_3;
      local_24 = iVar1;
      iVar1 = Win32UploadGameStatsBlocking((TGameStatsParameters *)&local_108);
      bVar2 = iVar1 == 0;
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return bVar2;
  }
                    /* 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)