CSteamWorksGameStatsUploader::Reset
0x004c5c90 · 238 bytes · __thiscall
_ZN28CSteamWorksGameStatsUploader5ResetEv
Decompiled
undefined (1 param)
/* CSteamWorksGameStatsUploader::Reset() */
void __thiscall CSteamWorksGameStatsUploader::Reset(CSteamWorksGameStatsUploader *this)
{
int iVar1;
int iVar2;
CSteamWorksGameStatsUploader *pCVar3;
byte bVar4;
bVar4 = 0;
iVar2 = 0;
ConVar::SetValue(0xf9de00);
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
this[900] = (CSteamWorksGameStatsUploader)0x0;
this[0x385] = (CSteamWorksGameStatsUploader)0x0;
*(undefined4 *)(this + 0x50) = 0;
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x58) = 0;
pCVar3 = this + 0x160;
for (iVar1 = 0x41; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar3 = 0;
pCVar3 = pCVar3 + (uint)bVar4 * -8 + 4;
}
this[0x370] = (CSteamWorksGameStatsUploader)0x0;
*(undefined4 *)(this + 0x368) = 0;
*(undefined4 *)(this + 0x36c) = 0;
this[0x371] = (CSteamWorksGameStatsUploader)0x0;
*(undefined4 *)(this + 0x374) = 0;
*(undefined4 *)(this + 0x378) = 0;
*(undefined4 *)(this + 0x37c) = 0;
*(undefined4 *)(this + 0x380) = 0;
if (0 < *(int *)(this + 0x394)) {
do {
iVar2 = iVar2 + 1;
KeyValues::deleteThis();
} while (iVar2 < *(int *)(this + 0x394));
}
*(undefined4 *)(this + 0x394) = 0;
return;
}
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.