L L4D2node

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 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)