L L4D2node

CSteamWorksGameStatsUploader::CSteamWorksGameStatsUploader

0x004c6db0 · 252 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploaderC2Ev

Decompiled

undefined (1 param)

/* CSteamWorksGameStatsUploader::CSteamWorksGameStatsUploader() */

void __thiscall
CSteamWorksGameStatsUploader::CSteamWorksGameStatsUploader(CSteamWorksGameStatsUploader *this)

{
  int iVar1;
  CSteamWorksGameStatsUploader *pCVar2;
  byte bVar3;
  
  bVar3 = 0;
  CAutoGameSystem::CAutoGameSystem((CAutoGameSystem *)this,"CSteamWorksGameStatsUploader");
  this[0x14] = (CSteamWorksGameStatsUploader)0x0;
  *(undefined4 *)(this + 0x10) = 0x2a;
  *(undefined ***)this = &PTR_Name_00c1f9c8;
  *(undefined ***)(this + 0xc) = &PTR__CSteamWorksGameStatsUploader_00c1fa1c;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined ***)(this + 0x18) = &PTR_Run_00c1f988;
  *(undefined4 *)(this + 0x2c) = 0;
  this[0x1c] = (CSteamWorksGameStatsUploader)0x2;
  *(CSteamWorksGameStatsUploader **)(this + 0x24) = this;
  *(code **)(this + 0x28) = Steam_OnSteamGameStatsIssued_Server;
                    /* try { // try from 004c6e15 to 004c6e19 has its CatchHandler @ 004c6eac */
  SteamAPI_RegisterCallback(this + 0x18,0x7d1);
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined ***)(this + 0x30) = &PTR_Run_00c1f9a8;
  *(undefined4 *)(this + 0x44) = 0;
  this[0x34] = (CSteamWorksGameStatsUploader)0x2;
  *(CSteamWorksGameStatsUploader **)(this + 0x3c) = this;
  *(code **)(this + 0x40) = Steam_OnSteamGameStatsClosed_Server;
                    /* try { // try from 004c6e4b to 004c6e4f has its CatchHandler @ 004c6f4b */
  SteamAPI_RegisterCallback(this + 0x30,0x7d2);
  *(undefined4 *)(this + 0x388) = 0;
  *(undefined4 *)(this + 0x38c) = 0;
  *(undefined4 *)(this + 0x390) = 0;
  *(undefined4 *)(this + 0x394) = 0;
  *(undefined4 *)(this + 0x398) = 0;
                    /* try { // try from 004c6e85 to 004c6e89 has its CatchHandler @ 004c6ee4 */
  Reset(this);
  pCVar2 = this + 0x5c;
  for (iVar1 = 0x41; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
  }
  pCVar2 = this + 0x264;
  for (iVar1 = 0x41; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
  }
  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)