L L4D2node

CUtlDict<CPureServerWhitelist::CCommand*,int>::Insert

0x001da400 · 48 bytes · __thiscall

_ZN8CUtlDictIPN20CPureServerWhitelist8CCommandEiE6InsertEPKcRKS2_

Decompiled

undefined (3 params)

/* CUtlDict<CPureServerWhitelist::CCommand*, int>::Insert(char const*,
   CPureServerWhitelist::CCommand* const&) */

void __thiscall
CUtlDict<CPureServerWhitelist::CCommand*,int>::Insert
          (CUtlDict<CPureServerWhitelist::CCommand*,int> *this,char *param_1,CCommand **param_2)

{
  char *local_14;
  CCommand *local_10;
  
  local_14 = strdup(param_1);
  local_10 = *param_2;
  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>>
  ::Insert((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,(Node_t *)&local_14);
  return;
}

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)