CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>::Links
0x007ce660 · 122 bytes · __thiscall
_ZNK10CUtlRBTreeI7CHandleI11CBaseEntityEtPFbRKS2_S4_E10CUtlMemoryI15UtlRBTreeNode_tIS2_tEtEE5LinksEt
Decompiled
undefined (2 params)
/* CUtlRBTree<CHandle<CBaseEntity>, unsigned short, bool (*)(CHandle<CBaseEntity> const&,
CHandle<CBaseEntity> const&), CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>, unsigned short>,
unsigned short> >::Links(unsigned short) const */
undefined2 * __thiscall
CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
::Links(CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,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_00f4ee6a = 0xffff;
DAT_00f4ee6c = 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 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.