GCSDK::CJobMgr::BYieldIfNeeded
0x00062e30 · 131 bytes · __thiscall
_ZN5GCSDK7CJobMgr14BYieldIfNeededERNS_4CJobEPb
Decompiled
undefined (3 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* GCSDK::CJobMgr::BYieldIfNeeded(GCSDK::CJob&, bool*) */
undefined4 __thiscall GCSDK::CJobMgr::BYieldIfNeeded(CJobMgr *this,CJob *param_1,bool *param_2)
{
longlong lVar1;
undefined4 uVar2;
undefined8 uVar3;
if (param_2 != (bool *)0x0) {
*param_2 = false;
}
uVar3 = rdtsc();
lVar1 = (ulonglong)((uint)uVar3 - *(uint *)(param_1 + 0x40)) * 1000000;
uVar3 = __udivdi3((int)lVar1,
(int)((ulonglong)lVar1 >> 0x20) +
(((int)((ulonglong)uVar3 >> 0x20) - *(int *)(param_1 + 0x44)) -
(uint)((uint)uVar3 < *(uint *)(param_1 + 0x40))) * 1000000,_g_ClockSpeed,
_RandomInt);
if ((((int)((ulonglong)uVar3 >> 0x20) != 0) || (uVar2 = 1, 0x9c4 < (uint)uVar3)) &&
(uVar2 = BYield(this,param_1), param_2 != (bool *)0x0)) {
*param_2 = SUB41(uVar2,0);
}
return uVar2;
}
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.