L L4D2node

CSteamWorksGameStatsUploader::WriteStringToTable

0x004c6080 · 101 bytes · __cdecl

_ZN28CSteamWorksGameStatsUploader18WriteStringToTableEPKcyS1_

Decompiled

undefined (3 params)

/* CSteamWorksGameStatsUploader::WriteStringToTable(char const*, unsigned long long, char const*) */

undefined4
CSteamWorksGameStatsUploader::WriteStringToTable(char *param_1,ulonglong param_2,char *param_3)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  CSteamWorksGameStatsUploader *in_stack_ffffffd4;
  
  piVar2 = *(int **)(param_1 + 0x48);
  if (piVar2 == (int *)0x0) {
    cVar1 = VerifyInterface(in_stack_ffffffd4);
    if (cVar1 == '\0') {
      return 3;
    }
    piVar2 = *(int **)(param_1 + 0x48);
  }
                    /* WARNING: Could not recover jumptable at 0x004c60ba. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar3 = (**(code **)(*piVar2 + 0x24))();
  return uVar3;
}

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)