L L4D2node

CGCClientJobUpdateStats::CGCClientJobUpdateStats

0x0005de70 · 93 bytes · __thiscall

_ZN23CGCClientJobUpdateStatsC1EP9KeyValues

Decompiled

undefined (2 params)

/* CGCClientJobUpdateStats::CGCClientJobUpdateStats(KeyValues*) */

void __thiscall
CGCClientJobUpdateStats::CGCClientJobUpdateStats(CGCClientJobUpdateStats *this,KeyValues *param_1)

{
  int iVar1;
  KeyValues *this_00;
  
  iVar1 = GGCClient();
  GCSDK::CJob::CJob((CJob *)this,(CJobMgr *)(iVar1 + 0x28));
  *(int *)(this + 0x6c) = iVar1;
  *(undefined4 *)(this + 0x70) = 2;
  *(undefined ***)this = &PTR__CGCClientJobUpdateStats_000b5248;
  *(undefined4 *)(this + 0x74) = 0;
                    /* try { // try from 0005deae to 0005dec5 has its CatchHandler @ 0005decd */
  this_00 = (KeyValues *)KeyValues::MakeCopy(param_1);
  *(KeyValues **)(this + 0x74) = this_00;
  KeyValues::SetName(this_00,"stat_agg");
  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)