GCSDK::CJobMgr::BResumeSQLJob
0x00061210 · 133 bytes · __cdecl
_ZN5GCSDK7CJobMgr13BResumeSQLJobEy
Decompiled
undefined (1 param)
/* GCSDK::CJobMgr::BResumeSQLJob(unsigned long long) */
undefined4 GCSDK::CJobMgr::BResumeSQLJob(ulonglong param_1)
{
undefined4 uVar1;
int local_10;
uVar1 = BGetIJob(param_1);
if ((char)uVar1 != '\0') {
CJob::EndPause(*(CJob **)(local_10 * 0x1c + *(int *)((CJobMgr *)param_1 + 4) + 0x18),6);
AddToYieldList((CJobMgr *)param_1,
*(CJob **)(local_10 * 0x1c + *(int *)((CJobMgr *)param_1 + 4) + 0x18));
}
return uVar1;
}
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.