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 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.