L L4D2node

CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>::Links

0x005bfca0 · 122 bytes · __thiscall

_ZNK10CUtlRBTreeIPKctPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_tEtEE5LinksEt

Decompiled

undefined (2 params)

/* CUtlRBTree<char const*, unsigned short, bool (*)(char const* const&, char const* const&),
   CUtlMemory<UtlRBTreeNode_t<char const*, unsigned short>, unsigned short> >::Links(unsigned short)
   const */

undefined2 * __thiscall
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
        *this,ushort param_1)

{
  int iVar1;
  
  if (Links(unsigned_short)::s_Sentinel == '\0') {
    iVar1 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel);
    if (iVar1 != 0) {
      Links(unsigned_short)::s_Sentinel = 0xffff;
      DAT_00f15fca = 0xffff;
      DAT_00f15fcc = 0xffff;
      __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
    }
  }
  if (param_1 != 0xffff) {
    return (undefined2 *)(*(int *)(this + 4) + (uint)param_1 * 0xc);
  }
  return &Links(unsigned_short)::s_Sentinel;
}

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)