L L4D2node

CSteamWorksGameStatsUploader::ParseKeyValuesAndSendStats

0x004c65e0 · 76 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploader26ParseKeyValuesAndSendStatsEP9KeyValues

Decompiled

undefined (2 params)

/* CSteamWorksGameStatsUploader::ParseKeyValuesAndSendStats(KeyValues*) */

undefined4 __thiscall
CSteamWorksGameStatsUploader::ParseKeyValuesAndSendStats
          (CSteamWorksGameStatsUploader *this,KeyValues *param_1)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = 2;
  if ((param_1 != (KeyValues *)0x0) && (this[0x370] != (CSteamWorksGameStatsUploader)0x0)) {
    iVar2 = GetInterface(this);
    *(int *)(this + 0x48) = iVar2;
    if (iVar2 != 0) {
      uVar1 = ParseKeyValuesAndSendStats(this,param_1);
      return uVar1;
    }
    uVar1 = 3;
  }
  return uVar1;
}

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)