L L4D2node

CSteamWorksGameStatsUploader::InitializeSystem

0x004c6490 · 313 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploader16InitializeSystemEv

Decompiled

undefined (1 param)

/* CSteamWorksGameStatsUploader::InitializeSystem() */

undefined4 __thiscall
CSteamWorksGameStatsUploader::InitializeSystem(CSteamWorksGameStatsUploader *this)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  time_t local_20 [4];
  
  if (*(int *)(steamworks_stats_disable._28_4_ + 0x30) != 0) {
    return 0xf;
  }
  if (*(int *)(this + 0x36c) != 0 || *(int *)(this + 0x368) != 0) {
    if (*(int *)(this + 0x36c) == *(int *)(steamworks_server_sessionid._28_4_ + 0x30) >> 0x1f &&
        *(int *)(steamworks_server_sessionid._28_4_ + 0x30) == *(int *)(this + 0x368)) {
      return 1;
    }
    ConVar::SetValue(0xf9de00);
    if (*(int *)(this + 0x36c) != 0 || *(int *)(this + 0x368) != 0) {
      return 1;
    }
  }
  if (this[900] != (CSteamWorksGameStatsUploader)0x0) {
    return 0x16;
  }
  cVar2 = AccessToSteamAPI();
  if (cVar2 != '\0') {
    time(local_20);
    *(time_t *)(this + 0x374) = local_20[0];
    iVar3 = GetInterface(this);
    *(int *)(this + 0x48) = iVar3;
    piVar1 = engine;
    if (iVar3 != 0) {
      this[900] = (CSteamWorksGameStatsUploader)0x1;
      cVar2 = (**(code **)(*piVar1 + 0x1f8))(piVar1);
      iVar3 = 2;
      if (cVar2 == '\0') {
        cVar2 = (**(code **)(*engine + 8))(engine);
        iVar3 = (-(uint)(cVar2 == '\0') & 0xfffffffe) + 3;
      }
      (**(code **)**(undefined4 **)(this + 0x48))
                (*(undefined4 **)(this + 0x48),iVar3,*(undefined4 *)(this + 0x50),
                 *(undefined4 *)(this + 0x54),*(undefined4 *)(this + 0x58),
                 *(undefined4 *)(this + 0x374));
      return 1;
    }
    return 2;
  }
  return 3;
}

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)