L L4D2node

GCSDK::CreateJob_CGCSODestroyJob

0x0005e880 · 84 bytes · __cdecl

_ZN5GCSDK25CreateJob_CGCSODestroyJobEPNS_9CGCClientEPv

Decompiled

undefined (2 params)

/* GCSDK::CreateJob_CGCSODestroyJob(GCSDK::CGCClient*, void*) */

CJob * GCSDK::CreateJob_CGCSODestroyJob(CGCClient *param_1,void *param_2)

{
  CJob *this;
  
  this = operator_new(0x74);
                    /* try { // try from 0005e8a7 to 0005e8ab has its CatchHandler @ 0005e8d4 */
  CJob::CJob(this,(CJobMgr *)(param_1 + 0x28));
  *(CGCClient **)(this + 0x6c) = param_1;
  *(undefined4 *)(this + 0x70) = 2;
  *(undefined ***)this = &PTR__CGCSODestroyJob_000b55a8;
  *(undefined1 **)(this + 0x68) = g_JobType_CGCSODestroyJob;
  if (param_2 != (void *)0x0) {
    *(void **)(this + 0x14) = param_2;
  }
  return this;
}

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)