L L4D2node

CAI_Expresser::DumpHistories

0x005d3860 · 118 bytes · __thiscall

_ZN13CAI_Expresser13DumpHistoriesEv

Decompiled

undefined (1 param)

/* CAI_Expresser::DumpHistories() */

void __thiscall CAI_Expresser::DumpHistories(CAI_Expresser *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
          ::FirstInorder((CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
                          *)(this + 8));
  iVar1 = 1;
  while (iVar2 != -1) {
    iVar3 = iVar2 * 0xd4 + *(int *)(this + 0xc);
    DevMsg("%i: %s at %f\n",iVar1,*(undefined4 *)(iVar3 + 0x10),(double)*(float *)(iVar3 + 0x14));
    iVar2 = CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
            ::NextInorder((CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
                           *)(this + 8),iVar2);
    iVar1 = iVar1 + 1;
  }
  return;
}

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)