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 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.