L L4D2node

GCSDK::CJob::StartJobFromNetworkMsg

0x0005f600 · 58 bytes · __cdecl

_ZN5GCSDK4CJob22StartJobFromNetworkMsgEPNS_10CNetPacketERKy

Decompiled

undefined (2 params)

/* GCSDK::CJob::StartJobFromNetworkMsg(GCSDK::CNetPacket*, unsigned long long const&) */

void GCSDK::CJob::StartJobFromNetworkMsg(CNetPacket *param_1,ulonglong *param_2)

{
  CNetPacket::AddRef((CNetPacket *)param_2);
  if (*(int *)(param_1 + 100) == 0) {
    *(ulonglong **)(param_1 + 100) = param_2;
  }
  else {
    *(int *)(param_2 + 2) = *(int *)(param_1 + 100);
    *(ulonglong **)(param_1 + 100) = param_2;
  }
  param_1[4] = (CNetPacket)((byte)param_1[4] | 1);
  Continue((CJob *)param_1);
  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)