GCSDK::CJobMgr::JobSleepingLessFunc
0x0005fd30 · 44 bytes · __cdecl
_ZN5GCSDK7CJobMgr19JobSleepingLessFuncERKNS0_13JobSleeping_tES3_
Decompiled
undefined (2 params)
/* GCSDK::CJobMgr::JobSleepingLessFunc(GCSDK::CJobMgr::JobSleeping_t const&,
GCSDK::CJobMgr::JobSleeping_t const&) */
undefined4 GCSDK::CJobMgr::JobSleepingLessFunc(JobSleeping_t *param_1,JobSleeping_t *param_2)
{
undefined4 uVar1;
uVar1 = 1;
if (*(uint *)(param_1 + 0xc) <= *(uint *)(param_2 + 0xc)) {
if ((*(uint *)(param_2 + 0xc) <= *(uint *)(param_1 + 0xc)) &&
(*(uint *)(param_2 + 8) < *(uint *)(param_1 + 8))) {
return uVar1;
}
uVar1 = 0;
}
return uVar1;
}
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.