GCSDK::CLoadSOCacheJob::BYieldingRunGCJob
0x0007b6c0 · 61 bytes · __thiscall
_ZN5GCSDK15CLoadSOCacheJob17BYieldingRunGCJobEv
Decompiled
undefined (1 param)
/* GCSDK::CLoadSOCacheJob::BYieldingRunGCJob() */
undefined4 __thiscall GCSDK::CLoadSOCacheJob::BYieldingRunGCJob(CLoadSOCacheJob *this)
{
char cVar1;
cVar1 = (**(code **)(**(int **)(this + 0x6c) + 0x5c))
(*(int **)(this + 0x6c),*(undefined4 *)(this + 0x70));
if (cVar1 != '\0') {
(**(code **)(**(int **)(this + 0x6c) + 0x58))
(*(int **)(this + 0x6c),*(undefined4 *)(this + 0x70));
}
return 1;
}
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.