L L4D2node

GCSDK::CJob::BRunProxy

0x0005f100 · 79 bytes · __cdecl

_ZN5GCSDK4CJob9BRunProxyEPv

Decompiled

undefined (1 param)

/* GCSDK::CJob::BRunProxy(void*) */

void GCSDK::CJob::BRunProxy(void *param_1)

{
  byte bVar1;
  
  if ((*(byte *)((int)param_1 + 4) & 1) == 0) {
    bVar1 = (**(code **)(*(int *)param_1 + 8))(param_1,*(undefined4 *)((int)param_1 + 0x14));
  }
  else {
    bVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,*(undefined4 *)((int)param_1 + 100));
  }
  *(byte *)((int)param_1 + 0x18) = *(byte *)((int)param_1 + 0x18) & 0xfe | (bVar1 ^ 1) & 1;
                    /* WARNING: Could not recover jumptable at 0x0005f13e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 4))();
  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)