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 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.