L L4D2node

GCSDK::CJob::Pause

0x0005f690 · 128 bytes · __thiscall

_ZN5GCSDK4CJob5PauseENS_15EJobPauseReasonE

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* GCSDK::CJob::Pause(GCSDK::EJobPauseReason) */

void __thiscall GCSDK::CJob::Pause(CJob *this,undefined4 param_2)

{
  CJob *pCVar1;
  undefined8 uVar2;
  uint uVar3;
  uint uVar4;
  int iVar5;
  
  g_pJobCur = *(undefined4 *)(this + 0x50);
  uVar2 = rdtsc();
  uVar3 = (uint)uVar2 - *(uint *)(this + 0x40);
  iVar5 = ((int)((ulonglong)uVar2 >> 0x20) - *(int *)(this + 0x44)) -
          (uint)((uint)uVar2 < *(uint *)(this + 0x40));
  *(uint *)(this + 0x40) = uVar3;
  pCVar1 = this + 0x48;
  uVar4 = *(uint *)pCVar1;
  *(uint *)pCVar1 = *(uint *)pCVar1 + uVar3;
  *(int *)(this + 0x44) = iVar5;
  *(uint *)(this + 0x4c) = *(int *)(this + 0x4c) + iVar5 + (uint)CARRY4(uVar4,uVar3);
  uVar4 = __udivdi3((int)((ulonglong)uVar3 * 1000000),
                    (int)((ulonglong)uVar3 * 1000000 >> 0x20) + iVar5 * 1000000,_g_ClockSpeed,
                    _RandomInt);
  if (50000 < uVar4) {
    this[0x18] = (CJob)((byte)this[0x18] | 0x20);
  }
  *(undefined4 *)(this + 0x24) = param_2;
  Coroutine_YieldToMain();
  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)