L L4D2node

CSteamWorksGameStatsUploader::FireGameEvent

0x004c6b20 · 599 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploader13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CSteamWorksGameStatsUploader::FireGameEvent(IGameEvent*) */

void __thiscall
CSteamWorksGameStatsUploader::FireGameEvent(CSteamWorksGameStatsUploader *this,IGameEvent *param_1)

{
  char *pcVar1;
  int iVar2;
  undefined4 uVar3;
  
  if (param_1 == (IGameEvent *)0x0) {
    return;
  }
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (pcVar1 != "hostname_changed") {
    iVar2 = _V_stricmp("hostname_changed",pcVar1);
    if (iVar2 != 0) {
      if (pcVar1 != "server_spawn") {
        iVar2 = _V_stricmp("server_spawn",pcVar1);
        if (iVar2 != 0) {
          if (pcVar1 != "player_first_spawn") {
            iVar2 = _V_stricmp("player_first_spawn",pcVar1);
            if (iVar2 != 0) goto LAB_004c6b96;
          }
          InitializeSystem(this);
          uVar3 = GetHumanCountInGame();
          *(undefined4 *)(this + 0x37c) = uVar3;
          goto LAB_004c6b96;
        }
      }
      if (this[0x5c] == (CSteamWorksGameStatsUploader)0x0) {
        iVar2 = (**(code **)(*(int *)param_1 + 0x28))(param_1,"address",&DAT_00d539c2);
        if (iVar2 == 0) {
          V_strncpy((char *)(this + 0x5c),"No Server Address",0x104);
        }
        else {
          uVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"port",0);
          V_snprintf((char *)(this + 0x5c),0x104,"%s:%d",iVar2,uVar3);
        }
      }
      if (this[0x264] == (CSteamWorksGameStatsUploader)0x0) {
        pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"hostname",&DAT_00d539c2);
        if (pcVar1 == (char *)0x0) {
          V_strncpy((char *)(this + 0x264),"No Host Name",0x104);
        }
        else {
          V_strncpy((char *)(this + 0x264),pcVar1,0x104);
        }
      }
      if (this[0x160] == (CSteamWorksGameStatsUploader)0x0) {
        pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"mapname",&DAT_00d539c2);
        if (pcVar1 == (char *)0x0) {
          V_strncpy((char *)(this + 0x160),"No Map Name",0x104);
        }
        else {
          V_strncpy((char *)(this + 0x160),pcVar1,0x104);
        }
      }
      goto LAB_004c6b96;
    }
  }
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"hostname",&DAT_00d539c2);
  if (pcVar1 == (char *)0x0) {
    V_strncpy((char *)(this + 0x264),"No Host Name",0x104);
  }
  else {
    V_strncpy((char *)(this + 0x264),pcVar1,0x104);
  }
LAB_004c6b96:
                    /* WARNING: Could not recover jumptable at 0x004c6ba8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x44))();
  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)