L L4D2node

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 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)