L L4D2node

CSteamWorksGameStatsUploader::AddStatsForUpload

0x004c68b0 · 409 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploader17AddStatsForUploadEP9KeyValues

Decompiled

undefined (2 params)

/* CSteamWorksGameStatsUploader::AddStatsForUpload(KeyValues*) */

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

{
  int iVar1;
  int iVar2;
  int iVar3;
  void *pvVar4;
  int iVar5;
  
  if (*(int *)(steamworks_stats_disable._28_4_ + 0x30) != 0) {
    if (param_1 == (KeyValues *)0x0) {
      return 3;
    }
    KeyValues::deleteThis();
    return 3;
  }
  if (param_1 == (KeyValues *)0x0) {
    return 2;
  }
  if (*(int *)(steamworks_immediate_upload._28_4_ + 0x30) != 0) {
    ParseKeyValuesAndSendStats(this,param_1);
    KeyValues::deleteThis();
    return 1;
  }
  iVar1 = *(int *)(this + 0x394);
  iVar3 = *(int *)(this + 0x38c);
  iVar5 = iVar1 + 1;
  if (iVar3 < iVar5) {
    iVar2 = *(int *)(this + 0x390);
    if (-1 < iVar2) {
      if (iVar2 == 0) {
        if (iVar3 == 0) {
          if (iVar5 < 9) {
            iVar3 = 8;
            goto LAB_004c69af;
          }
          iVar3 = 8;
        }
        do {
          iVar3 = iVar3 * 2;
        } while (iVar3 < iVar5);
      }
      else {
        for (iVar3 = (iVar1 / iVar2 + 1) * iVar2; iVar3 < iVar5; iVar3 = (iVar3 + iVar5) / 2) {
        }
      }
LAB_004c69af:
      *(int *)(this + 0x38c) = iVar3;
      if (*(void **)(this + 0x388) == (void *)0x0) {
        pvVar4 = malloc(iVar3 << 2);
        *(void **)(this + 0x388) = pvVar4;
      }
      else {
        pvVar4 = realloc(*(void **)(this + 0x388),iVar3 << 2);
        *(void **)(this + 0x388) = pvVar4;
        iVar5 = *(int *)(this + 0x394) + 1;
      }
      goto LAB_004c6922;
    }
  }
  pvVar4 = *(void **)(this + 0x388);
LAB_004c6922:
  *(int *)(this + 0x394) = iVar5;
  iVar5 = (iVar5 - iVar1) + -1;
  *(void **)(this + 0x398) = pvVar4;
  iVar1 = iVar1 * 4;
  if (0 < iVar5) {
    _V_memmove((void *)((int)pvVar4 + iVar1 + 4),(void *)((int)pvVar4 + iVar1),iVar5 * 4);
    pvVar4 = *(void **)(this + 0x388);
  }
  if ((undefined4 *)((int)pvVar4 + iVar1) == (undefined4 *)0x0) {
    return 1;
  }
  *(undefined4 *)((int)pvVar4 + iVar1) = param_1;
  return 1;
}

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)