L L4D2node

GCSDK::CJob::UnsetLock

0x0005fa20 · 317 bytes · __thiscall

_ZN5GCSDK4CJob9UnsetLockEPNS_5CLockE

Decompiled

undefined (2 params)

/* WARNING: Removing unreachable block (ram,0x0005fae0) */
/* GCSDK::CJob::UnsetLock(GCSDK::CLock*) */

void __thiscall GCSDK::CJob::UnsetLock(CJob *this,CLock *param_1)

{
  byte *pbVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  longlong lVar4;
  CJobTime *this_00;
  CJobTime *this_01;
  longlong local_2c;
  
  this_01 = (CJobTime *)(param_1 + 8);
  *(undefined4 *)param_1 = 0;
  this_00 = this_01;
  lVar4 = CJobTime::CServerMicroSecsPassed(this_01);
  if (9999999 < lVar4) {
    this[0x18] = (CJob)((byte)this[0x18] | 4);
    if (*(int *)(this + 0x5c) == 0) {
      local_2c = CJobTime::CServerMicroSecsPassed(this_01);
      if (*(undefined4 **)(this + 0x68) == (undefined4 *)0x0) {
        uVar2 = GetName((CJob *)this_01);
      }
      else {
        uVar2 = **(undefined4 **)(this + 0x68);
      }
      EmitWarning("job",4,"Job of type %s held lock for %.2f seconds\n",uVar2,
                  (double)local_2c * 1e-06);
    }
    else {
      pbVar1 = (byte *)(*(int *)(this + 0x5c) + 0x18);
      *pbVar1 = *pbVar1 | 8;
      if (*(undefined4 **)(*(int *)(this + 0x5c) + 0x68) == (undefined4 *)0x0) {
        uVar2 = GetName((CJob *)this_00);
      }
      else {
        uVar2 = **(undefined4 **)(*(int *)(this + 0x5c) + 0x68);
      }
      local_2c = CJobTime::CServerMicroSecsPassed(this_01);
      if (*(undefined4 **)(this + 0x68) == (undefined4 *)0x0) {
        uVar3 = GetName((CJob *)this_01);
      }
      else {
        uVar3 = **(undefined4 **)(this + 0x68);
      }
      EmitWarning("job",4,
                  "Job of type %s held lock for %.2f seconds while job of type %s was waiting\n",
                  uVar3,(double)local_2c * 1e-06,uVar2);
    }
  }
  *(undefined4 *)(this + 0x54) = 0;
  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)