L L4D2node

CSteamWorksGameStatsUploader::SendSessionStats

0x004c6640 · 615 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploader16SendSessionStatsEv

Decompiled

undefined (1 param)

/* CSteamWorksGameStatsUploader::SendSessionStats() */

void __thiscall CSteamWorksGameStatsUploader::SendSessionStats(CSteamWorksGameStatsUploader *this)

{
  int iVar1;
  time_t local_10;
  
  if (*(int *)(this + 0x36c) != 0 || *(int *)(this + 0x368) != 0) {
    iVar1 = GetInterface(this);
    *(int *)(this + 0x48) = iVar1;
    if ((this[0x370] != (CSteamWorksGameStatsUploader)0x0) && (iVar1 != 0)) {
      if (0 < *(int *)(this + 0x394)) {
        iVar1 = 0;
        do {
          ParseKeyValuesAndSendStats(this,*(KeyValues **)(*(int *)(this + 0x388) + iVar1 * 4));
          iVar1 = iVar1 + 1;
          KeyValues::deleteThis();
        } while (iVar1 < *(int *)(this + 0x394));
      }
      this[0x385] = (CSteamWorksGameStatsUploader)0x1;
      *(undefined4 *)(this + 0x394) = 0;
      time(&local_10);
      *(time_t *)(this + 0x378) = local_10;
      (**(code **)(**(int **)(this + 0x48) + 8))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "FriendsInGame",*(undefined4 *)(this + 0x380));
      (**(code **)(**(int **)(this + 0x48) + 8))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "StartTime",*(undefined4 *)(this + 0x374));
      (**(code **)(**(int **)(this + 0x48) + 8))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "EndTime",*(undefined4 *)(this + 0x378));
      (**(code **)(**(int **)(this + 0x48) + 8))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "AppID",*(undefined4 *)(this + 0x58));
      (**(code **)(**(int **)(this + 0x48) + 0xc))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "ServerIP",this + 0x5c);
      (**(code **)(**(int **)(this + 0x48) + 0xc))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "ServerName",this + 0x264);
      (**(code **)(**(int **)(this + 0x48) + 0xc))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "StartMap",this + 0x160);
      (**(code **)(**(int **)(this + 0x48) + 8))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 "PlayersInGame",*(undefined4 *)(this + 0x37c));
      (**(code **)(**(int **)(this + 0x48) + 4))
                (*(int **)(this + 0x48),*(undefined4 *)(this + 0x368),*(undefined4 *)(this + 0x36c),
                 *(undefined4 *)(this + 0x378),*(undefined4 *)(this + 0x4c));
    }
  }
  Reset(this);
  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)