L L4D2node

CBaseGameStats::Event_Init

0x00462a80 · 117 bytes · __thiscall

_ZN14CBaseGameStats10Event_InitEv

Decompiled

undefined (1 param)

/* CBaseGameStats::Event_Init() */

void __thiscall CBaseGameStats::Event_Init(CBaseGameStats *this)

{
  int iVar1;
  bool bVar2;
  undefined4 uVar3;
  
  bVar2 = (bool)(**(code **)(*filesystem + 0x14))(filesystem);
  SetSteamStatistic(this,bVar2);
  bVar2 = (bool)(**(code **)(*gamestatsuploader + 0x14))(gamestatsuploader);
  SetCyberCafeStatistic(this,bVar2);
  uVar3 = (**(code **)(*g_pMaterialSystemHardwareConfig + 0x48))(g_pMaterialSystemHardwareConfig);
  *(undefined4 *)(this + 0x50) = uVar3;
  iVar1 = *(int *)(this + 8);
  *(int *)(this + 8) = iVar1 + 1;
  StatsLog(this,"CBaseGameStats::Event_Init [%dth session]\n",iVar1 + 1);
  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)