CUtlRBTree<CUtlMap<unsigned_int,Criteria,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Criteria,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Criteria,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::Links
0x005c2ed0 · 123 bytes · __thiscall
_ZNK10CUtlRBTreeIN7CUtlMapIj8CriteriatE6Node_tEtNS2_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS3_tEtEE5LinksEt
Decompiled
undefined (2 params)
/* CUtlRBTree<CUtlMap<unsigned int, Criteria, unsigned short>::Node_t, unsigned short,
CUtlMap<unsigned int, Criteria, unsigned short>::CKeyLess,
CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned int, Criteria, unsigned short>::Node_t, unsigned
short>, unsigned short> >::Links(unsigned short) const */
undefined2 * __thiscall
CUtlRBTree<CUtlMap<unsigned_int,Criteria,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Criteria,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Criteria,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(CUtlRBTree<CUtlMap<unsigned_int,Criteria,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Criteria,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Criteria,unsigned_short>::Node_t,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) {
DAT_00f21cd2 = 0xffff;
Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_00f21cd4 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
}
if (param_1 != 0xffff) {
return (undefined2 *)((uint)param_1 * 0x34 + *(int *)(this + 4));
}
return &Links(unsigned_short)::s_Sentinel;
}
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.