CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>::Find
0x0018e090 · 256 bytes · __thiscall
_ZNK10CUtlRBTreeI10CUtlStringiPFbRKS0_S2_E10CUtlMemoryI15UtlRBTreeNode_tIS0_iEiEE4FindES2_
Decompiled
undefined (2 params)
/* CUtlRBTree<CUtlString, int, bool (*)(CUtlString const&, CUtlString const&),
CUtlMemory<UtlRBTreeNode_t<CUtlString, int>, int> >::Find(CUtlString const&) const */
int __thiscall
CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
::Find(CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
*this,CUtlString *param_1)
{
char cVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = *(int *)(this + 0x10);
if (iVar3 != -1) {
iVar2 = *(int *)(this + 4);
do {
while( true ) {
iVar4 = iVar3 * 0x20;
cVar1 = (**(code **)this)(param_1,iVar2 + 0x10 + iVar4);
if (cVar1 != '\0') break;
cVar1 = (**(code **)this)(*(int *)(this + 4) + iVar4 + 0x10,param_1);
if (cVar1 == '\0') {
return iVar3;
}
if ((Links(int)::s_Sentinel == '\0') &&
(iVar3 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar3 != 0)) {
Links(int)::s_Sentinel = 0xffffffff;
DAT_003412d0 = 0xffffffff;
DAT_003412d4 = 0xffffffff;
__cxa_guard_release(&Links(int)::s_Sentinel);
}
iVar2 = *(int *)(this + 4);
iVar3 = *(int *)(iVar2 + 4 + iVar4);
if (iVar3 == -1) {
return -1;
}
}
if ((Links(int)::s_Sentinel == '\0') &&
(iVar3 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar3 != 0)) {
Links(int)::s_Sentinel = 0xffffffff;
DAT_003412d0 = 0xffffffff;
DAT_003412d4 = 0xffffffff;
__cxa_guard_release(&Links(int)::s_Sentinel);
}
iVar2 = *(int *)(this + 4);
iVar3 = *(int *)(iVar2 + iVar4);
} while (iVar3 != -1);
}
return -1;
}
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.