L L4D2node

GCSDK::CJobMgr::RegisterJobType

0x00061680 · 28 bytes · __cdecl

_ZN5GCSDK7CJobMgr15RegisterJobTypeEPKNS_9JobType_tE

Decompiled

undefined (1 param)

/* GCSDK::CJobMgr::RegisterJobType(GCSDK::JobType_t const*) */

void GCSDK::CJobMgr::RegisterJobType(JobType_t *param_1)

{
  CUtlRBTree<GCSDK::JobType_t_const*,unsigned_short,bool(*)(GCSDK::JobType_t_const*const&,GCSDK::JobType_t_const*const&),CUtlMemory<UtlRBTreeNode_t<GCSDK::JobType_t_const*,unsigned_short>,unsigned_short>>
  *this;
  
  this = (CUtlRBTree<GCSDK::JobType_t_const*,unsigned_short,bool(*)(GCSDK::JobType_t_const*const&,GCSDK::JobType_t_const*const&),CUtlMemory<UtlRBTreeNode_t<GCSDK::JobType_t_const*,unsigned_short>,unsigned_short>>
          *)GMapJobTypes();
  CUtlRBTree<GCSDK::JobType_t_const*,unsigned_short,bool(*)(GCSDK::JobType_t_const*const&,GCSDK::JobType_t_const*const&),CUtlMemory<UtlRBTreeNode_t<GCSDK::JobType_t_const*,unsigned_short>,unsigned_short>>
  ::Insert(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)