L L4D2node

CSteamWorksGameStatsUploader::Steam_OnSteamGameStatsIssued_Server

0x004c5b00 · 93 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploader35Steam_OnSteamGameStatsIssued_ServerEP24GameStatsSessionIssued_t

Decompiled

undefined (2 params)

/* CSteamWorksGameStatsUploader::Steam_OnSteamGameStatsIssued_Server(GameStatsSessionIssued_t*) */

void __thiscall
CSteamWorksGameStatsUploader::Steam_OnSteamGameStatsIssued_Server
          (CSteamWorksGameStatsUploader *this,GameStatsSessionIssued_t *param_1)

{
  undefined4 uVar1;
  
  if (((this[900] != (CSteamWorksGameStatsUploader)0x0) &&
      (this[900] = (CSteamWorksGameStatsUploader)0x0, param_1 != (GameStatsSessionIssued_t *)0x0))
     && (*(int *)(param_1 + 8) == 1)) {
    uVar1 = *(undefined4 *)param_1;
    *(undefined4 *)(this + 0x36c) = *(undefined4 *)(param_1 + 4);
    *(undefined4 *)(this + 0x368) = uVar1;
    this[0x370] = *(CSteamWorksGameStatsUploader *)(param_1 + 0xc);
    this[0x371] = *(CSteamWorksGameStatsUploader *)(param_1 + 0xd);
    ConVar::SetValue(0xf9de00);
    return;
  }
  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)