L L4D2node

GCSDK::CGCClientJob::BYieldingRunJob

0x0005e4f0 · 36 bytes · __cdecl

_ZN5GCSDK12CGCClientJob15BYieldingRunJobEPv

Decompiled

undefined (1 param)

/* GCSDK::CGCClientJob::BYieldingRunJob(void*) */

undefined4 GCSDK::CGCClientJob::BYieldingRunJob(void *param_1)

{
  undefined4 uVar1;
  
  if (*(int *)((int)param_1 + 0x6c) != 0) {
                    /* WARNING: Could not recover jumptable at 0x0005e506. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(*(int *)param_1 + 0x18))();
    return uVar1;
  }
  CJob::BYieldingWaitOneFrame(param_1);
  return 0;
}

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)