GCSDK::JobTypeSortFunc
0x0005fd70 · 47 bytes · __cdecl
_ZN5GCSDKL15JobTypeSortFuncERKPKNS_9JobType_tES4_
Decompiled
undefined (2 params)
/* GCSDK::JobTypeSortFunc(GCSDK::JobType_t const* const&, GCSDK::JobType_t const* const&) */
bool GCSDK::JobTypeSortFunc(JobType_t **param_1,JobType_t **param_2)
{
uint uVar1;
uint uVar2;
uVar1 = *(uint *)(*param_1 + 4);
uVar2 = *(uint *)(*param_2 + 4);
if (uVar1 != uVar2) {
return uVar1 < uVar2;
}
return *(int *)(*param_1 + 8) < *(int *)(*param_2 + 8);
}
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.