L L4D2node

CUserMessages::IsValidIndex

0x0057d1f0 · 127 bytes · __thiscall

_ZN13CUserMessages12IsValidIndexEi

Decompiled

undefined (2 params)

/* CUserMessages::IsValidIndex(int) */

undefined4 __thiscall CUserMessages::IsValidIndex(CUserMessages *this,int param_1)

{
  int *piVar1;
  int iVar2;
  
  if (((-1 < param_1) && (param_1 < *(int *)(this + 8))) && (param_1 <= *(int *)(this + 0x1c))) {
    if (CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
        ::Links(int)::s_Sentinel == '\0') {
      iVar2 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
                                   ::Links(int)::s_Sentinel);
      if (iVar2 != 0) {
        CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
        ::Links(int)::s_Sentinel = 0xffffffff;
        DAT_00f1ecf0 = 0xffffffff;
        DAT_00f1ecf4 = 0xffffffff;
        __cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
                             ::Links(int)::s_Sentinel);
      }
    }
    piVar1 = (int *)(*(int *)(this + 4) + param_1 * 0x18);
    return CONCAT31((int3)((uint)piVar1 >> 8),param_1 != *piVar1);
  }
  return 0;
}

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)