GCSDK::CJobMgr::BYieldingRunQuery
0x00062d70 · 114 bytes · __thiscall
_ZN5GCSDK7CJobMgr17BYieldingRunQueryERNS_4CJobEPNS_16CGCSQLQueryGroupE
Decompiled
undefined (3 params)
/* GCSDK::CJobMgr::BYieldingRunQuery(GCSDK::CJob&, GCSDK::CGCSQLQueryGroup*) */
bool __thiscall
GCSDK::CJobMgr::BYieldingRunQuery(CJobMgr *this,CJob *param_1,CGCSQLQueryGroup *param_2)
{
undefined4 *puVar1;
int *piVar2;
int iVar3;
bool bVar4;
(**(code **)(*(int *)param_2 + 0x24))(param_2,0);
piVar2 = (int *)GGCHost();
(**(code **)(*piVar2 + 0xc))
(piVar2,*(undefined4 *)(param_1 + 8),*(undefined4 *)(param_1 + 0xc),param_2);
PauseJob(this,param_1,6);
puVar1 = *(undefined4 **)(param_2 + 0x30);
bVar4 = false;
if (puVar1 != (undefined4 *)0x0) {
iVar3 = (**(code **)*puVar1)(puVar1);
bVar4 = iVar3 == 0;
}
return bVar4;
}
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.