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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.