L L4D2node

CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>::Find

0x00bb8860 · 277 bytes · __thiscall

_ZNK10CUtlRBTreeIN7CUtlMapIPKciiE6Node_tEiNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_iEiEE4FindERKS4_

Decompiled

undefined (2 params)

/* CUtlRBTree<CUtlMap<char const*, int, int>::Node_t, int, CUtlMap<char const*, int, int>::CKeyLess,
   CUtlMemory<UtlRBTreeNode_t<CUtlMap<char const*, int, int>::Node_t, int>, int>
   >::Find(CUtlMap<char const*, int, int>::Node_t const&) const */

int __thiscall
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Find(CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
       *this,Node_t *param_1)

{
  int iVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = *(int *)(this + 0x10);
  if (iVar4 != -1) {
    iVar3 = *(int *)(this + 4);
    do {
      while( true ) {
        iVar1 = iVar4 * 0x18;
        cVar2 = (**(code **)this)(param_1,iVar3 + 0x10 + iVar1);
        if (cVar2 != '\0') break;
        cVar2 = (**(code **)this)(*(int *)(this + 4) + iVar1 + 0x10,param_1);
        if (cVar2 == '\0') {
          return iVar4;
        }
        if ((Links(int)::s_Sentinel == '\0') &&
           (iVar4 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar4 != 0)) {
          Links(int)::s_Sentinel = 0xffffffff;
          DAT_00f14aec = 0xffffffff;
          DAT_00f14af0 = 0xffffffff;
          __cxa_guard_release(&Links(int)::s_Sentinel);
        }
        iVar3 = *(int *)(this + 4);
        iVar4 = *(int *)(iVar3 + 4 + iVar1);
        if (iVar4 == -1) {
          return -1;
        }
      }
      if ((Links(int)::s_Sentinel == '\0') &&
         (iVar3 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar3 != 0)) {
        Links(int)::s_Sentinel = 0xffffffff;
        DAT_00f14aec = 0xffffffff;
        DAT_00f14af0 = 0xffffffff;
        __cxa_guard_release(&Links(int)::s_Sentinel);
      }
      iVar3 = *(int *)(this + 4);
      iVar4 = *(int *)(iVar3 + iVar4 * 0x18);
    } while (iVar4 != -1);
  }
  return -1;
}

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)