L L4D2node

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 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)