L L4D2node

GCSDK::CJobMgr::GetNewJobID

0x00060090 · 75 bytes · __thiscall

_ZN5GCSDK7CJobMgr11GetNewJobIDEv

Decompiled

undefined (1 param)

/* GCSDK::CJobMgr::GetNewJobID() */

void __thiscall GCSDK::CJobMgr::GetNewJobID(CJobMgr *this)

{
  uint uVar1;
  int iVar2;
  int *piVar3;
  
  iVar2 = GGCHost();
  if (iVar2 != 0) {
    piVar3 = (int *)GGCHost();
                    /* WARNING: Could not recover jumptable at 0x000600b5. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar3 + 4))();
    return;
  }
  uVar1 = *(uint *)(this + 0xe0);
  *(uint *)(this + 0xe0) = uVar1 + 1;
  *(uint *)(this + 0xe4) = *(int *)(this + 0xe4) + (uint)(0xfffffffe < uVar1);
  return;
}

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)