L L4D2node

GCSDK::CJob::PassLockToJob

0x0005fb70 · 78 bytes · __thiscall

_ZN5GCSDK4CJob13PassLockToJobEPS0_PNS_5CLockE

Decompiled

undefined (3 params)

/* GCSDK::CJob::PassLockToJob(GCSDK::CJob*, GCSDK::CLock*) */

void __thiscall GCSDK::CJob::PassLockToJob(CJob *this,CJob *param_1,CLock *param_2)

{
  UnsetLock(this,param_2);
  if (*(int *)(param_1 + 0x24) != 4) {
    return;
  }
  *(CJob **)param_2 = param_1;
  CJobTime::SetToJobTime((CJobTime *)(param_2 + 8));
  *(CLock **)(param_1 + 0x54) = param_2;
  CJobMgr::WakeupLockedJob(*(CJobMgr **)(param_1 + 0x60),param_1);
  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)