CSteamWorksGameStatsUploader::AccessToSteamAPI
0x004c5d90 · 55 bytes · __cdecl
_ZN28CSteamWorksGameStatsUploader16AccessToSteamAPIEv
Decompiled
undefined (0 params)
/* CSteamWorksGameStatsUploader::AccessToSteamAPI() */
undefined4 CSteamWorksGameStatsUploader::AccessToSteamAPI(void)
{
int iVar1;
int *piVar2;
iVar1 = Steam3Server();
if (*(int *)(iVar1 + 4) != 0) {
piVar2 = (int *)SteamInternal_ContextInit(SteamClient()::s_CallbackCounterAndContext);
if (*piVar2 != 0) {
iVar1 = Steam3Server();
return CONCAT31((int3)((uint)*(int *)(iVar1 + 8) >> 8),*(int *)(iVar1 + 8) != 0);
}
}
return 0;
}
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.