L L4D2node

GCSDK::GMapJobTypes

0x00060240 · 181 bytes · __cdecl

_ZN5GCSDK12GMapJobTypesEv

Decompiled

undefined (0 params)

/* GCSDK::GMapJobTypes() */

undefined1 * GCSDK::GMapJobTypes(void)

{
  int iVar1;
  
  if (GMapJobTypes()::s_MapJobTypes != '\0') {
    return GMapJobTypes()::s_MapJobTypes;
  }
  iVar1 = __cxa_guard_acquire(&GMapJobTypes()::s_MapJobTypes);
  if (iVar1 != 0) {
    GMapJobTypes()::s_MapJobTypes._16_2_ = 0xffff;
    GMapJobTypes()::s_MapJobTypes._0_4_ = JobTypeSortFunc;
    GMapJobTypes()::s_MapJobTypes._4_4_ = 0;
    GMapJobTypes()::s_MapJobTypes._8_4_ = 0;
    GMapJobTypes()::s_MapJobTypes._12_4_ = 0;
    GMapJobTypes()::s_MapJobTypes._18_2_ = 0;
    GMapJobTypes()::s_MapJobTypes._20_2_ = 0xffff;
    GMapJobTypes()::s_MapJobTypes._22_2_ = 0xffff;
    GMapJobTypes()::s_MapJobTypes._24_4_ = 0;
    __cxa_guard_release(&GMapJobTypes()::s_MapJobTypes);
    __cxa_atexit(CUtlRBTree<GCSDK::JobType_t_const*,unsigned_short,bool(*)(GCSDK::JobType_t_const*const&,GCSDK::JobType_t_const*const&),CUtlMemory<UtlRBTreeNode_t<GCSDK::JobType_t_const*,unsigned_short>,unsigned_short>>
                 ::~CUtlRBTree,GMapJobTypes()::s_MapJobTypes,&__dso_handle);
  }
  return GMapJobTypes()::s_MapJobTypes;
}

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)