L L4D2node

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 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)