L L4D2node

CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::FirstInorder

0x003ea630 · 283 bytes · __thiscall

_ZNK10CUtlRBTreeIN7CUtlMapIiP16CBaseAchievementtE6Node_tEtNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_tEtEE12FirstInorderEv

Decompiled

undefined (1 param)

/* CUtlRBTree<CUtlMap<int, CBaseAchievement*, unsigned short>::Node_t, unsigned short, CUtlMap<int,
   CBaseAchievement*, unsigned short>::CKeyLess, CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,
   CBaseAchievement*, unsigned short>::Node_t, unsigned short>, unsigned short> >::FirstInorder()
   const */

uint __thiscall
CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::FirstInorder(CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *this)

{
  ushort uVar1;
  short sVar2;
  ushort *puVar3;
  int iVar4;
  uint uVar5;
  
  uVar1 = *(ushort *)(this + 0x10);
  do {
    uVar5 = (uint)uVar1;
    if ((Links(unsigned_short)::s_Sentinel == '\0') &&
       (iVar4 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar4 != 0)) {
      Links(unsigned_short)::s_Sentinel = -1;
      DAT_00f137de = 0xffff;
      DAT_00f137e0 = 0xffff;
      __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
    }
    sVar2 = Links(unsigned_short)::s_Sentinel;
    if (uVar1 != 0xffff) {
      sVar2 = *(short *)(uVar5 * 0x10 + *(int *)(this + 4));
    }
    if (sVar2 == -1) {
      return uVar5;
    }
    if (Links(unsigned_short)::s_Sentinel == '\0') {
      iVar4 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel);
      if (iVar4 != 0) {
        Links(unsigned_short)::s_Sentinel = -1;
        DAT_00f137de = 0xffff;
        DAT_00f137e0 = 0xffff;
        __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
      }
      if (uVar1 == 0xffff) goto LAB_003ea721;
LAB_003ea686:
      puVar3 = (ushort *)(uVar5 * 0x10 + *(int *)(this + 4));
    }
    else {
      if (uVar1 != 0xffff) goto LAB_003ea686;
LAB_003ea721:
      puVar3 = (ushort *)&Links(unsigned_short)::s_Sentinel;
    }
    uVar1 = *puVar3;
  } while( true );
}

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)