L L4D2node

GCSDK::CJob::~CJob

0x0005fc30 · 90 bytes · __thiscall

_ZN5GCSDK4CJobD1Ev

Decompiled

undefined (1 param)

/* GCSDK::CJob::~CJob() */

void __thiscall GCSDK::CJob::~CJob(CJob *this)

{
  CNetPacket *pCVar1;
  CNetPacket *this_00;
  
  g_pJobCur = *(undefined4 *)(this + 0x50);
  *(undefined ***)this = &PTR__CJob_000b5768;
  CJobMgr::RemoveJob(*(CJobMgr **)(this + 0x60),this);
  if (*(CLock **)(this + 0x54) != (CLock *)0x0) {
    ReleaseLock(this,*(CLock **)(this + 0x54));
  }
  this_00 = *(CNetPacket **)(this + 100);
  while (this_00 != (CNetPacket *)0x0) {
    pCVar1 = *(CNetPacket **)(this_00 + 0x10);
    CNetPacket::Release(this_00);
    this_00 = pCVar1;
  }
  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)