L L4D2node

CGCClientJobDataRequest::CGCClientJobDataRequest

0x0005def0 · 82 bytes · __thiscall

_ZN23CGCClientJobDataRequestC1Ev

Decompiled

undefined (1 param)

/* CGCClientJobDataRequest::CGCClientJobDataRequest() */

void __thiscall CGCClientJobDataRequest::CGCClientJobDataRequest(CGCClientJobDataRequest *this)

{
  int iVar1;
  
  iVar1 = GGCClient();
  GCSDK::CJob::CJob((CJob *)this,(CJobMgr *)(iVar1 + 0x28));
  *(int *)(this + 0x6c) = iVar1;
  *(undefined4 *)(this + 0x70) = 2;
  *(undefined ***)this = &PTR__CGCClientJobDataRequest_000b5288;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  this[0x7c] = (CGCClientJobDataRequest)0x0;
  this[0x7d] = (CGCClientJobDataRequest)0x0;
  this[0x7e] = (CGCClientJobDataRequest)0x1;
  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)