L L4D2node

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 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)