GCSDK::CJobMgr::BIsJobRunning
0x000600f0 · 179 bytes · __thiscall
_ZN5GCSDK7CJobMgr13BIsJobRunningEPKc
Decompiled
undefined (2 params)
/* GCSDK::CJobMgr::BIsJobRunning(char const*) */
undefined4 __thiscall GCSDK::CJobMgr::BIsJobRunning(CJobMgr *this,char *param_1)
{
char *pcVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = 0;
if (0 < *(int *)(this + 8)) {
iVar4 = 0;
do {
if (iVar3 <= *(int *)(this + 0x1c)) {
if (CUtlRBTree<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int,CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel == '\0') {
iVar2 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int,CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel);
if (iVar2 != 0) {
CUtlRBTree<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int,CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel = 0xffffffff;
DAT_000d282c = 0xffffffff;
DAT_000d2830 = 0xffffffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int,CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel);
}
}
if (*(int *)(*(int *)(this + 4) + iVar4) != iVar3) {
pcVar1 = (char *)CJob::GetName(*(CJob **)(*(int *)(this + 4) + 0x18 + iVar4));
iVar2 = _V_stricmp(pcVar1,param_1);
if (iVar2 == 0) {
return 1;
}
}
}
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0x1c;
} while (iVar3 < *(int *)(this + 8));
}
return 0;
}
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.