CSteamWorksGameStatsUploader::Init
0x004c5a30 · 137 bytes · __thiscall
_ZN28CSteamWorksGameStatsUploader4InitEv
Decompiled
undefined (1 param)
/* CSteamWorksGameStatsUploader::Init() */
undefined4 __thiscall CSteamWorksGameStatsUploader::Init(CSteamWorksGameStatsUploader *this)
{
CSteamWorksGameStatsUploader *pCVar1;
int *piVar2;
piVar2 = gameeventmanager;
this[0x14] = (CSteamWorksGameStatsUploader)0x1;
pCVar1 = this + 0xc;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_first_spawn",1);
piVar2 = gameeventmanager;
this[0x14] = (CSteamWorksGameStatsUploader)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"hostname_changed",1);
piVar2 = gameeventmanager;
this[0x14] = (CSteamWorksGameStatsUploader)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"server_spawn",1);
return 1;
}
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.