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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.