L L4D2node

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 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)