CMeleeWeaponInfoStore::GetNextIndex
0x005449e0 · 18 bytes · __thiscall
_ZN21CMeleeWeaponInfoStore12GetNextIndexEi
Decompiled
undefined (2 params)
/* CMeleeWeaponInfoStore::GetNextIndex(int) */
void __thiscall CMeleeWeaponInfoStore::GetNextIndex(CMeleeWeaponInfoStore *this,int param_1)
{
CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
::NextInorder((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
*)(this + 0xc),param_1);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.