L L4D2node

CL4DGameStats::AddWeaponStats

0x008e02b0 · 175 bytes · __thiscall

_ZN13CL4DGameStats14AddWeaponStatsEv

Decompiled

undefined (1 param)

/* CL4DGameStats::AddWeaponStats() */

void __thiscall CL4DGameStats::AddWeaponStats(CL4DGameStats *this)

{
  int iVar1;
  int iVar2;
  L4D_Weapon_Stat_Data *this_00;
  KeyValues *in_stack_ffffffd8;
  
  iVar1 = 0;
  this_00 = (L4D_Weapon_Stat_Data *)(this + 0x7c);
  do {
    in_stack_ffffffd8 = KeyValues::operator_new((KeyValues *)0x2c,(uint)in_stack_ffffffd8);
                    /* try { // try from 008e02f1 to 008e02f5 has its CatchHandler @ 008e035f */
    KeyValues::KeyValues(in_stack_ffffffd8,"WeaponData",(IKeyValuesSystem *)0x0,false);
    iVar2 = iVar1 + 1;
    KeyValues::SetInt(in_stack_ffffffd8,"weaponid",iVar1);
    L4D_Weapon_Stat_Data::SaveStatsToKeyValue(this_00,in_stack_ffffffd8);
    iVar1 = CSteamWorksGameStatsUploader::GetTimeSinceEpoch();
    KeyValues::SetInt(in_stack_ffffffd8,"TimeSubmitted",iVar1);
    CSteamWorksGameStatsUploader::AddStatsForUpload(steamGameStats,in_stack_ffffffd8);
    iVar1 = iVar2;
    this_00 = this_00 + 0x14;
  } while (iVar2 != 0x27);
  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)