L L4D2node

CSteamWorksGameStatsUploader::~CSteamWorksGameStatsUploader

0x004c72d0 · 193 bytes · __thiscall

_ZN28CSteamWorksGameStatsUploaderD1Ev

Decompiled

undefined (1 param)

/* CSteamWorksGameStatsUploader::~CSteamWorksGameStatsUploader() */

void __thiscall
CSteamWorksGameStatsUploader::~CSteamWorksGameStatsUploader(CSteamWorksGameStatsUploader *this)

{
  *(undefined ***)this = &PTR_Name_00c1f9c8;
  *(undefined ***)(this + 0xc) = &PTR__CSteamWorksGameStatsUploader_00c1fa1c;
  *(undefined4 *)(this + 0x394) = 0;
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x388));
  *(undefined4 *)(this + 0x398) = *(undefined4 *)(this + 0x388);
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x388));
  *(undefined ***)(this + 0x30) = &PTR___cxa_pure_virtual_00bfb740;
  if (((byte)this[0x34] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x30);
  }
  *(undefined ***)(this + 0x18) = &PTR___cxa_pure_virtual_00c1f968;
  if (((byte)this[0x1c] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x18);
  }
  *(undefined ***)(this + 0xc) = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 0x10) = 0xd;
  if (this[0x14] != (CSteamWorksGameStatsUploader)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0xc);
    }
    this[0x14] = (CSteamWorksGameStatsUploader)0x0;
  }
  *(undefined ***)(this + 0xc) = &PTR__IGameEventListener2_00bfb610;
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)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)