L L4D2node

GCSDK::CJobMgr::GetPJob

0x000606a0 · 66 bytes · __cdecl

_ZN5GCSDK7CJobMgr7GetPJobEy

Decompiled

undefined (1 param)

/* GCSDK::CJobMgr::GetPJob(unsigned long long) */

undefined4 GCSDK::CJobMgr::GetPJob(ulonglong param_1)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 local_18 [4];
  
  local_18[0] = param_1._4_4_;
  iVar1 = 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>>
          ::Find((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>>
                  *)param_1,(Node_t *)local_18);
  if (iVar1 == -1) {
    uVar2 = 0;
  }
  else {
    uVar2 = *(undefined4 *)
             (iVar1 * 0x1c +
              *(int *)((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>>
                        *)param_1 + 4) + 0x18);
  }
  return uVar2;
}

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)