L L4D2node

CTerrorGameRules::UpdateGameplayStatsFromSteam

0x00503ed0 · 114 bytes · __thiscall

_ZN16CTerrorGameRules28UpdateGameplayStatsFromSteamEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::UpdateGameplayStatsFromSteam() */

void __thiscall CTerrorGameRules::UpdateGameplayStatsFromSteam(CTerrorGameRules *this)

{
  int iVar1;
  
  if (*(int *)(this + 0x480) != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x480) = 0;
  }
  if (*(int *)(this + 0x484) != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x484) = 0;
  }
  iVar1 = Steam3Server();
  if ((*(int *)(iVar1 + 4) != 0) && (this[0x488] != (CTerrorGameRules)0x0)) {
    iVar1 = Steam3Server();
                    /* WARNING: Could not recover jumptable at 0x00503f18. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(iVar1 + 4) + 0x7c))();
    return;
  }
  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)