CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::FirstInorder
0x006cf7a0 · 300 bytes · __thiscall
_ZNK10CUtlRBTreeIN7CUtlMapIPKc22BasicGameStatsRecord_ttE6Node_tEtNS4_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS5_tEtEE12FirstInorderEv
Decompiled
undefined (1 param)
/* CUtlRBTree<CUtlMap<char const*, BasicGameStatsRecord_t, unsigned short>::Node_t, unsigned short,
CUtlMap<char const*, BasicGameStatsRecord_t, unsigned short>::CKeyLess,
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char const*, BasicGameStatsRecord_t, unsigned short>::Node_t,
unsigned short>, unsigned short> >::FirstInorder() const */
uint __thiscall
CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::FirstInorder(CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*this)
{
ushort uVar1;
short sVar2;
int iVar3;
uint uVar4;
ushort *puVar5;
uVar1 = *(ushort *)(this + 0x10);
do {
uVar4 = (uint)uVar1;
if ((Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar3 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar3 != 0)) {
DAT_00f15fbe = 0xffff;
Links(unsigned_short)::s_Sentinel = -1;
DAT_00f15fc0 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
sVar2 = Links(unsigned_short)::s_Sentinel;
if (uVar1 != 0xffff) {
sVar2 = *(short *)(uVar4 * 0x34 + *(int *)(this + 4));
}
if (sVar2 == -1) {
return uVar4;
}
if (Links(unsigned_short)::s_Sentinel == '\0') {
iVar3 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel);
if (iVar3 != 0) {
DAT_00f15fbe = 0xffff;
Links(unsigned_short)::s_Sentinel = -1;
DAT_00f15fc0 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
if (uVar1 != 0xffff) goto LAB_006cf7fb;
LAB_006cf8a1:
puVar5 = (ushort *)&Links(unsigned_short)::s_Sentinel;
}
else {
if (uVar1 == 0xffff) goto LAB_006cf8a1;
LAB_006cf7fb:
puVar5 = (ushort *)(uVar4 * 0x34 + *(int *)(this + 4));
}
uVar1 = *puVar5;
} 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.