L L4D2node

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

0x001d83e0 · 265 bytes · __thiscall

_ZNK10CUtlRBTreeIN7CUtlMapIPKcPN20CPureServerWhitelist8CCommandEiE6Node_tEiNS6_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS7_iEiEE12FirstInorderEv

Decompiled

undefined (1 param)

/* 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() const */

int __thiscall
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>>
               *this)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 0x10);
  while( true ) {
    iVar1 = iVar2;
    if ((Links(int)::s_Sentinel == '\0') &&
       (iVar2 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar2 != 0)) {
      Links(int)::s_Sentinel = -1;
      DAT_003417d4 = 0xffffffff;
      DAT_003417d8 = 0xffffffff;
      __cxa_guard_release(&Links(int)::s_Sentinel);
    }
    iVar2 = Links(int)::s_Sentinel;
    if (iVar1 != -1) {
      iVar2 = *(int *)(*(int *)(this + 4) + iVar1 * 0x18);
    }
    if (iVar2 == -1) break;
    if ((Links(int)::s_Sentinel == '\0') &&
       (iVar2 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar2 != 0)) {
      Links(int)::s_Sentinel = -1;
      DAT_003417d4 = 0xffffffff;
      DAT_003417d8 = 0xffffffff;
      __cxa_guard_release(&Links(int)::s_Sentinel);
    }
    iVar2 = Links(int)::s_Sentinel;
    if (iVar1 != -1) {
      iVar2 = *(int *)(*(int *)(this + 4) + iVar1 * 0x18);
    }
  }
  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)