L L4D2node

CL4DGameStats::AddZombieStats

0x008e0110 · 140 bytes · __thiscall

_ZN13CL4DGameStats14AddZombieStatsEv

Decompiled

undefined (1 param)

/* CL4DGameStats::AddZombieStats() */

void __thiscall CL4DGameStats::AddZombieStats(CL4DGameStats *this)

{
  KeyValues *this_00;
  int iVar1;
  uint in_stack_ffffffe8;
  
  GatherPlayerZombieDamages(this);
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffe8);
                    /* try { // try from 008e014c to 008e0150 has its CatchHandler @ 008e019c */
  KeyValues::KeyValues(this_00,"L4D2ZombieData",(IKeyValuesSystem *)0x0,false);
  L4D_Stat_ZombieStat::SaveStatsToKeyValue((L4D_Stat_ZombieStat *)(this + 0x40c),this_00);
  iVar1 = CSteamWorksGameStatsUploader::GetTimeSinceEpoch();
  KeyValues::SetInt(this_00,"TimeSubmitted",iVar1);
  CSteamWorksGameStatsUploader::AddStatsForUpload(steamGameStats,this_00);
  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)