L L4D2node

GCSDK::CJobMgr::BGetIJob

0x000606f0 · 99 bytes · __cdecl

_ZN5GCSDK7CJobMgr8BGetIJobEyNS_15EJobPauseReasonEbPi

Decompiled

undefined (4 params)

/* GCSDK::CJobMgr::BGetIJob(unsigned long long, GCSDK::EJobPauseReason, bool, int*) */

undefined4
GCSDK::CJobMgr::BGetIJob
          (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,uint param_2,uint param_3,int param_4,undefined4 param_5,int *param_6)

{
  int iVar1;
  uint local_18;
  uint local_14;
  
  if ((param_2 & param_3) != 0xffffffff) {
    local_14 = param_3;
    local_18 = param_2;
    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(param_1,(Node_t *)&local_18);
    if ((iVar1 != -1) &&
       (*(int *)(*(int *)(iVar1 * 0x1c + *(int *)(param_1 + 4) + 0x18) + 0x24) == param_4)) {
      *param_6 = iVar1;
      return 1;
    }
  }
  return 0;
}

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)