L L4D2node

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 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)