GCSDK::CJob::BYieldingWaitTimeWithLimit
0x0005f7d0 · 80 bytes · __cdecl
_ZN5GCSDK4CJob26BYieldingWaitTimeWithLimitEjRNS_8CJobTimeEx
Decompiled
undefined (3 params)
/* GCSDK::CJob::BYieldingWaitTimeWithLimit(unsigned int, GCSDK::CJobTime&, long long) */
undefined4 GCSDK::CJob::BYieldingWaitTimeWithLimit(uint param_1,CJobTime *param_2,longlong param_3)
{
undefined4 uVar1;
int iVar2;
undefined8 uVar3;
int in_stack_00000014;
uVar3 = CJobTime::CServerMicroSecsPassed((CJobTime *)param_3);
iVar2 = (int)((ulonglong)uVar3 >> 0x20);
if ((iVar2 <= in_stack_00000014) &&
((iVar2 < in_stack_00000014 || ((uint)uVar3 <= param_3._4_4_)))) {
uVar1 = CJobMgr::BYieldingWaitTime(*(CJobMgr **)(param_1 + 0x60),(CJob *)param_1,(uint)param_2);
return uVar1;
}
return 0;
}
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.