L L4D2node

GCSDK::CJobMgr::TimeoutJob

0x000601b0 · 71 bytes · __thiscall

_ZN5GCSDK7CJobMgr10TimeoutJobERNS_4CJobE

Decompiled

undefined (2 params)

/* GCSDK::CJobMgr::TimeoutJob(GCSDK::CJob&) */

void __thiscall GCSDK::CJobMgr::TimeoutJob(CJobMgr *this,CJob *param_1)

{
  CJobMgr *pCVar1;
  uint uVar2;
  
  if (*(int *)(param_1 + 0x24) == 2) {
    param_1[0x18] = (CJob)((byte)param_1[0x18] | 0x40);
  }
  else {
    param_1[0x18] = (CJob)((byte)param_1[0x18] | 0x80);
  }
  pCVar1 = this + 0xbc;
  uVar2 = *(uint *)pCVar1;
  *(uint *)pCVar1 = *(uint *)pCVar1 + 1;
  this[0xac] = (CJobMgr)0x1;
  *(uint *)(this + 0xc0) = *(int *)(this + 0xc0) + (uint)(0xfffffffe < uVar2);
  CJob::Continue(param_1);
  this[0xac] = (CJobMgr)0x0;
  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)