L L4D2node

GCSDK::CJobMgr::InsertJob

0x000616a0 · 44 bytes · __thiscall

_ZN5GCSDK7CJobMgr9InsertJobERNS_4CJobE

Decompiled

undefined (2 params)

/* GCSDK::CJobMgr::InsertJob(GCSDK::CJob&) */

void __thiscall GCSDK::CJobMgr::InsertJob(CJobMgr *this,CJob *param_1)

{
  undefined4 local_18;
  undefined4 local_14;
  CJob *local_10;
  
  local_18 = *(undefined4 *)(param_1 + 8);
  local_10 = param_1;
  local_14 = *(undefined4 *)(param_1 + 0xc);
  CUtlRBTree<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int,CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int>,int>>
  ::Insert((CUtlRBTree<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int,CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,GCSDK::CJob*,int>::Node_t,int>,int>>
            *)this,(Node_t *)&local_18);
  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)