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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.