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 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.