CPureServerWhitelist::FindCommandByLoadOrder
0x001d7140 · 85 bytes · __thiscall
_ZN20CPureServerWhitelist22FindCommandByLoadOrderER8CUtlDictIPNS_8CCommandEiEi
Decompiled
undefined (3 params)
/* CPureServerWhitelist::FindCommandByLoadOrder(CUtlDict<CPureServerWhitelist::CCommand*, int>&,
int) */
int __thiscall
CPureServerWhitelist::FindCommandByLoadOrder
(CPureServerWhitelist *this,CUtlDict *param_1,int param_2)
{
int iVar1;
iVar1 = CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
::FirstInorder((CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
*)param_1);
while( true ) {
if (iVar1 == -1) {
return -1;
}
if ((uint)*(ushort *)(*(int *)(*(int *)(param_1 + 4) + iVar1 * 0x18 + 0x14) + 2) == param_2)
break;
iVar1 = CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
::NextInorder((CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
*)param_1,iVar1);
}
return iVar1;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.