L L4D2node

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 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)