L L4D2node

GCSDK::CJob::GetPauseReasonDescription

0x0005f350 · 78 bytes · __thiscall

_ZN5GCSDK4CJob25GetPauseReasonDescriptionEv

Decompiled

undefined (1 param)

/* GCSDK::CJob::GetPauseReasonDescription() */

char * __thiscall GCSDK::CJob::GetPauseReasonDescription(CJob *this)

{
  uint uVar1;
  char *pcVar2;
  
  pcVar2 = "undefined";
  uVar1 = *(uint *)(this + 0x24);
  if (uVar1 < 10) {
    if (uVar1 == 4) {
      V_snprintf(GetPauseReasonDescription()::srgchPauseReason,0xff,"WOL: 0x%x",
                 *(undefined4 *)(this + 0x58));
      return GetPauseReasonDescription()::srgchPauseReason;
    }
    pcVar2 = *(char **)(k_prgchJobPauseReason + uVar1 * 4);
  }
  return pcVar2;
}

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)