L L4D2node

GCSDK::CJobMgr::BYieldingWaitTime

0x00062cd0 · 148 bytes · __thiscall

_ZN5GCSDK7CJobMgr17BYieldingWaitTimeERNS_4CJobEj

Decompiled

undefined (3 params)

/* GCSDK::CJobMgr::BYieldingWaitTime(GCSDK::CJob&, unsigned int) */

byte __thiscall GCSDK::CJobMgr::BYieldingWaitTime(CJobMgr *this,CJob *param_1,uint param_2)

{
  undefined4 local_34;
  undefined4 local_30;
  CJobTime local_2c [8];
  CJobTime local_24 [20];
  
  CJobTime::CJobTime(local_2c);
  CJobTime::CJobTime(local_24);
  local_34 = *(undefined4 *)(param_1 + 8);
  local_30 = *(undefined4 *)(param_1 + 0xc);
  CJobTime::SetFromJobTime(CONCAT44(param_2,local_2c));
  CJobTime::SetToJobTime(local_24);
  CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
  ::Insert((CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
            *)(this + 0x50),(JobSleeping_t *)&local_34);
  PauseJob(this,param_1,3);
  return (byte)this[0xac] ^ 1;
}

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)