L L4D2node

CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>::FirstInorder

0x005aa790 · 299 bytes · __thiscall

_ZNK10CUtlRBTreeIN14AI_CriteriaSet11CritEntry_tEsPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_sEsEE12FirstInorderEv

Decompiled

undefined (1 param)

/* CUtlRBTree<AI_CriteriaSet::CritEntry_t, short, bool (*)(AI_CriteriaSet::CritEntry_t const&,
   AI_CriteriaSet::CritEntry_t const&), CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,
   short>, short> >::FirstInorder() const */

int __thiscall
CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
::FirstInorder(CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
               *this)

{
  short sVar1;
  short sVar2;
  short *psVar3;
  int iVar4;
  
  sVar1 = *(short *)(this + 0x10);
  do {
    if ((Links(short)::s_Sentinel == '\0') &&
       (iVar4 = __cxa_guard_acquire(&Links(short)::s_Sentinel), iVar4 != 0)) {
      Links(short)::s_Sentinel = -1;
      DAT_00f21a9a = 0xffff;
      DAT_00f21a9c = 0xffff;
      __cxa_guard_release(&Links(short)::s_Sentinel);
    }
    sVar2 = Links(short)::s_Sentinel;
    if (sVar1 != -1) {
      sVar2 = *(short *)(sVar1 * 0x50 + *(int *)(this + 4));
    }
    if (sVar2 == -1) {
      return (int)sVar1;
    }
    if (Links(short)::s_Sentinel == '\0') {
      iVar4 = __cxa_guard_acquire(&Links(short)::s_Sentinel);
      if (iVar4 != 0) {
        Links(short)::s_Sentinel = -1;
        DAT_00f21a9a = 0xffff;
        DAT_00f21a9c = 0xffff;
        __cxa_guard_release(&Links(short)::s_Sentinel);
      }
      if (sVar1 != -1) goto LAB_005aa7e9;
LAB_005aa891:
      psVar3 = &Links(short)::s_Sentinel;
    }
    else {
      if (sVar1 == -1) goto LAB_005aa891;
LAB_005aa7e9:
      psVar3 = (short *)(sVar1 * 0x50 + *(int *)(this + 4));
    }
    sVar1 = *psVar3;
  } 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)