L L4D2node

CDmxSerializationDictionary::Find

0x00bee740 · 32 bytes · __thiscall

_ZN27CDmxSerializationDictionary4FindEP11CDmxElement

Decompiled

undefined (2 params)

/* CDmxSerializationDictionary::Find(CDmxElement*) */

void __thiscall
CDmxSerializationDictionary::Find(CDmxSerializationDictionary *this,CDmxElement *param_1)

{
  CDmxElement *local_14 [4];
  
  local_14[0] = param_1;
  CUtlRBTree<CDmxSerializationDictionary::DmxElementInfo_t,int,bool(*)(CDmxSerializationDictionary::DmxElementInfo_t_const&,CDmxSerializationDictionary::DmxElementInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<CDmxSerializationDictionary::DmxElementInfo_t,int>,int>>
  ::Find((CUtlRBTree<CDmxSerializationDictionary::DmxElementInfo_t,int,bool(*)(CDmxSerializationDictionary::DmxElementInfo_t_const&,CDmxSerializationDictionary::DmxElementInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<CDmxSerializationDictionary::DmxElementInfo_t,int>,int>>
          *)this,(DmxElementInfo_t *)local_14);
  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)