CUtlRBTree<CEventInfo*,unsigned_short,bool(*)(CEventInfo*const&,CEventInfo*const&),CUtlMemory<UtlRBTreeNode_t<CEventInfo*,unsigned_short>,unsigned_short>>::FirstInorder
0x001106e0 · 299 bytes · __thiscall
_ZNK10CUtlRBTreeIP10CEventInfotPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_tEtEE12FirstInorderEv
Decompiled
undefined (1 param)
/* CUtlRBTree<CEventInfo*, unsigned short, bool (*)(CEventInfo* const&, CEventInfo* const&),
CUtlMemory<UtlRBTreeNode_t<CEventInfo*, unsigned short>, unsigned short> >::FirstInorder() const
*/
uint __thiscall
CUtlRBTree<CEventInfo*,unsigned_short,bool(*)(CEventInfo*const&,CEventInfo*const&),CUtlMemory<UtlRBTreeNode_t<CEventInfo*,unsigned_short>,unsigned_short>>
::FirstInorder(CUtlRBTree<CEventInfo*,unsigned_short,bool(*)(CEventInfo*const&,CEventInfo*const&),CUtlMemory<UtlRBTreeNode_t<CEventInfo*,unsigned_short>,unsigned_short>>
*this)
{
ushort uVar1;
short sVar2;
int iVar3;
ushort *puVar4;
uint uVar5;
uVar1 = *(ushort *)(this + 0x10);
do {
uVar5 = (uint)uVar1;
if ((Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar3 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar3 != 0)) {
Links(unsigned_short)::s_Sentinel = -1;
DAT_00340c0e = 0xffff;
DAT_00340c10 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
sVar2 = Links(unsigned_short)::s_Sentinel;
if (uVar1 != 0xffff) {
sVar2 = *(short *)(*(int *)(this + 4) + uVar5 * 0xc);
}
if (sVar2 == -1) {
return uVar5;
}
if (Links(unsigned_short)::s_Sentinel == '\0') {
iVar3 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel);
if (iVar3 != 0) {
Links(unsigned_short)::s_Sentinel = -1;
DAT_00340c0e = 0xffff;
DAT_00340c10 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
if (uVar1 != 0xffff) goto LAB_00110739;
LAB_001107e1:
puVar4 = (ushort *)&Links(unsigned_short)::s_Sentinel;
}
else {
if (uVar1 == 0xffff) goto LAB_001107e1;
LAB_00110739:
puVar4 = (ushort *)(*(int *)(this + 4) + uVar5 * 0xc);
}
uVar1 = *puVar4;
} while( true );
}
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.