L L4D2node

CUtlLinkedList<GCSDK::CJobMgr::JobTimeout_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<GCSDK::CJobMgr::JobTimeout_t,int>,int>>::LinkBefore

0x00063cf0 · 120 bytes · __thiscall

_ZN14CUtlLinkedListIN5GCSDK7CJobMgr12JobTimeout_tEiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS2_iEiEE10LinkBeforeEii

Decompiled

undefined (3 params)

/* CUtlLinkedList<GCSDK::CJobMgr::JobTimeout_t, int, false, int,
   CUtlMemory<UtlLinkedListElem_t<GCSDK::CJobMgr::JobTimeout_t, int>, int> >::LinkBefore(int, int)
    */

void __thiscall
CUtlLinkedList<GCSDK::CJobMgr::JobTimeout_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<GCSDK::CJobMgr::JobTimeout_t,int>,int>>
::LinkBefore(CUtlLinkedList<GCSDK::CJobMgr::JobTimeout_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<GCSDK::CJobMgr::JobTimeout_t,int>,int>>
             *this,int param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  Unlink(this,param_2);
  iVar1 = *(int *)this + param_2 * 0x24;
  *(int *)(iVar1 + 0x20) = param_1;
  if (param_1 == -1) {
    iVar3 = *(int *)(this + 0x10);
    *(int *)(iVar1 + 0x1c) = iVar3;
    *(int *)(this + 0x10) = param_2;
  }
  else {
    iVar2 = *(int *)this + param_1 * 0x24;
    iVar3 = *(int *)(iVar2 + 0x1c);
    *(int *)(iVar1 + 0x1c) = iVar3;
    *(int *)(iVar2 + 0x1c) = param_2;
  }
  if (iVar3 != -1) {
    *(int *)(*(int *)this + iVar3 * 0x24 + 0x20) = param_2;
    *(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
    return;
  }
  *(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
  *(int *)(this + 0xc) = param_2;
  return;
}

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)