L L4D2node

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 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)