L L4D2node

GCSDK::CJob::BYieldingWaitForMsg

0x0005f710 · 51 bytes · __thiscall

_ZN5GCSDK4CJob19BYieldingWaitForMsgEPPNS_10CNetPacketE

Decompiled

undefined (2 params)

/* GCSDK::CJob::BYieldingWaitForMsg(GCSDK::CNetPacket**) */

void __thiscall GCSDK::CJob::BYieldingWaitForMsg(CJob *this,CNetPacket **param_1)

{
  char cVar1;
  
  *param_1 = (CNetPacket *)0x0;
  cVar1 = CJobMgr::BYieldingWaitForMsg(*(CJobMgr **)(this + 0x60),this);
  if (cVar1 != '\0') {
    *param_1 = *(CNetPacket **)(this + 100);
  }
  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)