CGCClientJobUpdateStats::BYieldingRunGCJob
0x0005df50 · 284 bytes · __thiscall
_ZN23CGCClientJobUpdateStats17BYieldingRunGCJobEv
Decompiled
undefined (1 param)
/* CGCClientJobUpdateStats::BYieldingRunGCJob() */
undefined4 __thiscall CGCClientJobUpdateStats::BYieldingRunGCJob(CGCClientJobUpdateStats *this)
{
undefined4 *__s;
KeyValues *this_00;
CUtlBuffer *this_01;
CUtlBuffer *pCVar1;
uint uVar2;
undefined **local_74;
undefined4 *local_70;
int local_6c;
size_t local_68;
int local_64;
undefined4 local_60;
char local_5c;
undefined4 local_58;
CUtlBuffer local_54 [16];
int local_44;
local_74 = &PTR__CMsgBase_t_000b51f8;
local_64 = 0x1e;
local_60 = 1;
local_68 = 0x1f;
__s = (undefined4 *)
CThreadSafeMultiMemoryPool::Alloc((CThreadSafeMultiMemoryPool *)GCSDK::g_MemPoolMsg,0x5f);
local_6c = (int)__s + local_64;
local_70 = __s;
memset(__s,0,local_68);
local_5c = '\x01';
local_58 = 0;
local_74 = &PTR__CGCMsg_000b5270;
*__s = 0x3e9;
this_01 = local_54;
*(undefined2 *)(local_70 + 3) = 1;
*(undefined4 *)((int)local_70 + 0x16) = 0xffffffff;
*(undefined4 *)((int)local_70 + 0x1a) = 0xffffffff;
*(undefined4 *)((int)local_70 + 0xe) = 0xffffffff;
*(undefined4 *)((int)local_70 + 0x12) = 0xffffffff;
uVar2 = 0;
/* try { // try from 0005e00c to 0005e010 has its CatchHandler @ 0005e095 */
CUtlBuffer::CUtlBuffer(this_01,0,0,0);
this_00 = *(KeyValues **)(this + 0x74);
pCVar1 = this_01;
/* try { // try from 0005e01b to 0005e042 has its CatchHandler @ 0005e06c */
KeyValues::WriteAsBinary(this_00,this_01);
if (local_44 != 0) {
GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::AddVariableLenData
((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)this_00,pCVar1,uVar2);
}
GCSDK::CGCClient::BSendMessage(*(CGCClient **)(this + 0x6c),(CMsgBase_t *)&local_74);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)this_01);
local_74 = &PTR__CMsgBase_t_000b51f8;
if (local_5c != '\0') {
GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)this_01);
}
return 1;
}
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.