GCSDK::CJob::BYieldingAcquireLock
0x0005f900 · 172 bytes · __thiscall
_ZN5GCSDK4CJob20BYieldingAcquireLockEPNS_5CLockE
Decompiled
undefined (2 params)
/* GCSDK::CJob::BYieldingAcquireLock(GCSDK::CLock*) */
bool __thiscall GCSDK::CJob::BYieldingAcquireLock(CJob *this,CLock *param_1)
{
int iVar1;
int iVar2;
bool bVar3;
bVar3 = false;
if (*(int *)(this + 0x54) == 0) {
*(int *)(this + 0x1c) = *(int *)(this + 0x1c) + 1;
if (*(int *)param_1 == 0) {
*(CJob **)param_1 = this;
CJobTime::SetToJobTime((CJobTime *)(param_1 + 8));
*(CLock **)(this + 0x54) = param_1;
bVar3 = true;
}
else {
iVar2 = *(int *)(param_1 + 4);
iVar1 = *(int *)param_1;
if (iVar2 == 0) {
do {
iVar2 = iVar1;
iVar1 = *(int *)(iVar2 + 0x5c);
} while (iVar1 != 0);
*(CJob **)(iVar2 + 0x5c) = this;
}
else {
for (iVar1 = *(int *)(iVar2 + 0x5c); iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x5c)) {
iVar2 = iVar1;
}
*(CJob **)(iVar2 + 0x5c) = this;
}
*(CJob **)(param_1 + 4) = this;
*(int *)(this + 0x20) = *(int *)(this + 0x20) + 1;
*(CLock **)(this + 0x58) = param_1;
Pause(this,4);
*(undefined4 *)(this + 0x58) = 0;
if (*(CLock **)(this + 0x54) != param_1) {
this[0x18] = (CJob)((byte)this[0x18] | 2);
return false;
}
bVar3 = this == *(CJob **)param_1;
}
}
return bVar3;
}
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.