L L4D2node

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 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)