GCSDK::CJob::CJob
0x0005f200 · 294 bytes · __thiscall
_ZN5GCSDK4CJobC2ERNS_7CJobMgrE
Decompiled
undefined (2 params)
/* GCSDK::CJob::CJob(GCSDK::CJobMgr&) */
void __thiscall GCSDK::CJob::CJob(CJob *this,CJobMgr *param_1)
{
undefined4 uVar1;
undefined8 uVar2;
*(undefined ***)this = &PTR__CJob_000b5768;
CJobTime::CJobTime((CJobTime *)(this + 0x28));
CJobTime::CJobTime((CJobTime *)(this + 0x30));
CJobTime::CJobTime((CJobTime *)(this + 0x38));
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(CJobMgr **)(this + 0x60) = param_1;
*(undefined4 *)(this + 0x24) = 1;
uVar2 = CJobMgr::GetNewJobID(param_1);
*(undefined4 *)(this + 0x68) = 0;
this[4] = (CJob)((byte)this[4] & 0xfd);
*(undefined8 *)(this + 8) = uVar2;
*(undefined4 *)(this + 100) = 0;
uVar1 = Coroutine_Create(BRunProxy,this);
*(undefined4 *)(this + 0x14) = 0;
this[4] = (CJob)((byte)this[4] & 0xfe);
*(undefined4 *)(this + 0x10) = uVar1;
*(undefined4 *)(this + 0x50) = 0;
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x58) = 0;
*(undefined4 *)(this + 0x5c) = 0;
CJobTime::SetToJobTime((CJobTime *)(this + 0x28));
CJobTime::SetToJobTime((CJobTime *)(this + 0x30));
CJobTime::SetFromJobTime(CONCAT44(10000000,(CJobTime *)(this + 0x38)));
*(undefined4 *)(this + 0x1c) = 0;
this[4] = (CJob)((byte)this[4] & 0xf7);
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
CJobMgr::InsertJob(*(CJobMgr **)(this + 0x60),this);
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.