L L4D2node

CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::Find

0x0007c950 · 300 bytes · __thiscall

_ZNK10CUtlRBTreeIN7CUtlMapI8CSteamIDPN5GCSDK12CGCGSSessionEtE6Node_tEtNS5_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS6_tEtEE4FindERKS6_

Decompiled

undefined (2 params)

/* CUtlRBTree<CUtlMap<CSteamID, GCSDK::CGCGSSession*, unsigned short>::Node_t, unsigned short,
   CUtlMap<CSteamID, GCSDK::CGCGSSession*, unsigned short>::CKeyLess,
   CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID, GCSDK::CGCGSSession*, unsigned short>::Node_t,
   unsigned short>, unsigned short> >::Find(CUtlMap<CSteamID, GCSDK::CGCGSSession*, unsigned
   short>::Node_t const&) const */

uint __thiscall
CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Find(CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
       *this,Node_t *param_1)

{
  int iVar1;
  ushort uVar2;
  char cVar3;
  int iVar4;
  uint uVar5;
  
  uVar5 = (uint)*(ushort *)(this + 0x10);
  if (*(ushort *)(this + 0x10) != 0xffff) {
    iVar4 = *(int *)(this + 4);
    do {
      while( true ) {
        iVar1 = uVar5 * 0x14;
        cVar3 = (**(code **)this)(param_1,iVar4 + 8 + iVar1);
        if (cVar3 != '\0') break;
        cVar3 = (**(code **)this)(*(int *)(this + 4) + iVar1 + 8,param_1);
        if (cVar3 == '\0') {
          return uVar5;
        }
        if ((Links(unsigned_short)::s_Sentinel == '\0') &&
           (iVar4 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar4 != 0)) {
          Links(unsigned_short)::s_Sentinel = 0xffff;
          DAT_000d2872 = 0xffff;
          DAT_000d2874 = 0xffff;
          __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
        }
        iVar4 = *(int *)(this + 4);
        uVar2 = *(ushort *)(iVar4 + 2 + iVar1);
        uVar5 = (uint)uVar2;
        if (uVar2 == 0xffff) {
          return 0xffffffff;
        }
      }
      if ((Links(unsigned_short)::s_Sentinel == '\0') &&
         (iVar4 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar4 != 0)) {
        Links(unsigned_short)::s_Sentinel = 0xffff;
        DAT_000d2872 = 0xffff;
        DAT_000d2874 = 0xffff;
        __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
      }
      iVar4 = *(int *)(this + 4);
      uVar2 = *(ushort *)(iVar4 + uVar5 * 0x14);
      uVar5 = (uint)uVar2;
    } while (uVar2 != 0xffff);
  }
  return 0xffffffff;
}

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)