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 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.