L L4D2node

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 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)