L L4D2node

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 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)