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 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.