GCSDK::CJob::OnLockDeleted
0x0005fcb0 · 82 bytes · __thiscall
_ZN5GCSDK4CJob13OnLockDeletedEPNS_5CLockE
Decompiled
undefined (2 params)
/* GCSDK::CJob::OnLockDeleted(GCSDK::CLock*) */
void __thiscall GCSDK::CJob::OnLockDeleted(CJob *this,CLock *param_1)
{
CJob *pCVar1;
CJob *pCVar2;
pCVar2 = *(CJob **)(*(int *)param_1 + 0x5c);
while (pCVar2 != (CJob *)0x0) {
CJobMgr::WakeupLockedJob(*(CJobMgr **)(pCVar2 + 0x60),pCVar2);
pCVar1 = *(CJob **)(pCVar2 + 0x5c);
*(undefined4 *)(pCVar2 + 0x5c) = 0;
pCVar2 = pCVar1;
}
*(undefined4 *)(this + 0x5c) = 0;
UnsetLock(this,param_1);
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.