L L4D2node

CDatacenter::RequestStart

0x0005be20 · 149 bytes · __thiscall

_ZN11CDatacenter12RequestStartEv

Decompiled

undefined (1 param)

/* CDatacenter::RequestStart() */

void __thiscall CDatacenter::RequestStart(CDatacenter *this)

{
  char cVar1;
  int iVar2;
  CGCClientJobDataRequest *this_00;
  longdouble lVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  
  iVar2 = GGCClient();
  if (iVar2 != 0) {
    uVar4 = *(undefined4 *)(this + 0x10);
    uVar5 = *(undefined4 *)(this + 0x14);
    iVar2 = GGCClient();
    cVar1 = GCSDK::CJobMgr::BJobExists(CONCAT44(uVar4,iVar2 + 0x28));
    if (cVar1 == '\0') {
      this_00 = operator_new(0x80);
                    /* try { // try from 0005be71 to 0005be75 has its CatchHandler @ 0005beb6 */
      CGCClientJobDataRequest::CGCClientJobDataRequest(this_00);
      uVar4 = *(undefined4 *)(this_00 + 0xc);
      *(undefined4 *)(this + 0x10) = *(undefined4 *)(this_00 + 8);
      *(undefined4 *)(this + 0x14) = uVar4;
      uVar4 = 0;
      GCSDK::CJob::StartJob((CJob *)this_00,(void *)0x0);
      lVar3 = (longdouble)Plat_FloatTime(this_00,uVar4,uVar5);
      DevMsg("Datacenter::RequestStart, time %.2f\n",SUB84((double)lVar3,0),
             (int)((ulonglong)(double)lVar3 >> 0x20));
      *(undefined4 *)(this + 0x1c) = 1;
      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)