CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>::FirstInorder
0x000f4150 · 265 bytes · __thiscall
_ZNK10CUtlRBTreeI6ccpairiPFbRKS0_S2_E10CUtlMemoryI15UtlRBTreeNode_tIS0_iEiEE12FirstInorderEv
Decompiled
undefined (1 param)
/* CUtlRBTree<ccpair, int, bool (*)(ccpair const&, ccpair const&),
CUtlMemory<UtlRBTreeNode_t<ccpair, int>, int> >::FirstInorder() const */
int __thiscall
CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
::FirstInorder(CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
*this)
{
int iVar1;
int iVar2;
iVar2 = *(int *)(this + 0x10);
while( true ) {
iVar1 = iVar2;
if ((Links(int)::s_Sentinel == '\0') &&
(iVar2 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar2 != 0)) {
Links(int)::s_Sentinel = -1;
DAT_0034074c = 0xffffffff;
DAT_00340750 = 0xffffffff;
__cxa_guard_release(&Links(int)::s_Sentinel);
}
iVar2 = Links(int)::s_Sentinel;
if (iVar1 != -1) {
iVar2 = *(int *)(iVar1 * 0x310 + *(int *)(this + 4));
}
if (iVar2 == -1) break;
if ((Links(int)::s_Sentinel == '\0') &&
(iVar2 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar2 != 0)) {
Links(int)::s_Sentinel = -1;
DAT_0034074c = 0xffffffff;
DAT_00340750 = 0xffffffff;
__cxa_guard_release(&Links(int)::s_Sentinel);
}
iVar2 = Links(int)::s_Sentinel;
if (iVar1 != -1) {
iVar2 = *(int *)(iVar1 * 0x310 + *(int *)(this + 4));
}
}
return iVar1;
}
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.