GCSDK::CJobMgr::PassMsgToJob
0x000612a0 · 92 bytes · __thiscall
_ZN5GCSDK7CJobMgr12PassMsgToJobERNS_4CJobEPNS_10CNetPacketERKNS_12JobMsgInfo_tE
Decompiled
undefined (4 params)
/* GCSDK::CJobMgr::PassMsgToJob(GCSDK::CJob&, GCSDK::CNetPacket*, GCSDK::JobMsgInfo_t const&) */
void __thiscall
GCSDK::CJobMgr::PassMsgToJob(CJobMgr *this,CJob *param_1,CNetPacket *param_2,JobMsgInfo_t *param_3)
{
undefined4 uVar1;
undefined4 uVar2;
if (*(int *)(param_1 + 0x24) != 2) {
return;
}
uVar2 = *(undefined4 *)(param_3 + 8);
uVar1 = *(undefined4 *)(param_3 + 4);
CJob::AddPacketToList((CNetPacket *)param_1,CONCAT44(uVar1,param_2));
CJob::EndPause(param_1,2,uVar1,uVar2);
AddToYieldList(this,param_1);
return;
}
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.