L L4D2node

build_tree

0x000eafd0 · 637 bytes · __cdecl

_Z10build_treeR6TStateP9tree_desc

Decompiled

undefined (2 params)

/* build_tree(TState&, tree_desc*) */

void build_tree(TState *param_1,tree_desc *param_2)

{
  TState TVar1;
  ct_data *pcVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  ct_data *pcVar7;
  int iVar8;
  int iVar9;
  
  iVar5 = *(int *)(param_2 + 4);
  pcVar2 = *(ct_data **)param_2;
  iVar9 = *(int *)(param_2 + 0x10);
  *(undefined4 *)(param_1 + 0x18f8) = 0;
  *(undefined4 *)(param_1 + 0x18fc) = 0x23d;
  if (iVar9 < 1) {
    iVar3 = 0;
    iVar8 = -1;
  }
  else {
    iVar3 = 0;
    iVar6 = -1;
    pcVar7 = pcVar2;
    do {
      while (iVar8 = iVar3, *(short *)pcVar7 != 0) {
        iVar3 = *(int *)(param_1 + 0x18f8);
        pcVar7 = pcVar7 + 4;
        *(int *)(param_1 + 0x18f8) = iVar3 + 1;
        *(int *)(param_1 + iVar3 * 4 + 0x1008) = iVar8;
        param_1[iVar8 + 0x1900] = (TState)0x0;
        iVar3 = iVar8 + 1;
        iVar6 = iVar8;
        if (iVar8 + 1 == iVar9) goto LAB_000eb060;
      }
      iVar3 = iVar8 + 1;
      *(short *)(pcVar7 + 2) = 0;
      iVar8 = iVar6;
      pcVar7 = pcVar7 + 4;
    } while (iVar3 != iVar9);
LAB_000eb060:
    iVar3 = *(int *)(param_1 + 0x18f8);
  }
  while (iVar3 < 2) {
    iVar6 = 0;
    iVar4 = 0;
    *(int *)(param_1 + 0x18f8) = iVar3 + 1;
    if (iVar8 < 2) {
      iVar4 = iVar8 + 1;
      iVar6 = iVar4 * 4;
      iVar8 = iVar4;
    }
    *(int *)(param_1 + (iVar3 + 1) * 4 + 0x1004) = iVar4;
    *(undefined2 *)(pcVar2 + iVar6) = 1;
    param_1[iVar4 + 0x1900] = (TState)0x0;
    *(int *)(param_1 + 0x1af3c) = *(int *)(param_1 + 0x1af3c) + -1;
    if (iVar5 != 0) {
      *(uint *)(param_1 + 0x1af40) =
           *(int *)(param_1 + 0x1af40) - (uint)*(ushort *)(iVar5 + 2 + iVar6);
    }
    iVar3 = *(int *)(param_1 + 0x18f8);
  }
  *(int *)(param_2 + 0x18) = iVar8;
  iVar5 = *(int *)(param_1 + 0x18f8);
  iVar3 = iVar5 / 2;
  if (0 < iVar3) {
    do {
      pqdownheap(param_1,pcVar2,iVar3);
      iVar3 = iVar3 + -1;
    } while (iVar3 != 0);
    iVar5 = *(int *)(param_1 + 0x18f8);
  }
  do {
    iVar3 = *(int *)(param_1 + 0x1008);
    *(int *)(param_1 + 0x18f8) = iVar5 + -1;
    *(undefined4 *)(param_1 + 0x1008) = *(undefined4 *)(param_1 + iVar5 * 4 + 0x1004);
    pqdownheap(param_1,pcVar2,1);
    iVar5 = *(int *)(param_1 + 0x18fc);
    iVar6 = *(int *)(param_1 + 0x1008);
    *(int *)(param_1 + iVar5 * 4 + 0x1000) = iVar3;
    *(int *)(param_1 + 0x18fc) = iVar5 + -2;
    *(int *)(param_1 + iVar5 * 4 + 0xffc) = iVar6;
    *(short *)(pcVar2 + iVar9 * 4) = *(short *)(pcVar2 + iVar6 * 4) + *(short *)(pcVar2 + iVar3 * 4)
    ;
    TVar1 = param_1[iVar3 + 0x1900];
    if ((byte)param_1[iVar3 + 0x1900] < (byte)param_1[iVar6 + 0x1900]) {
      TVar1 = param_1[iVar6 + 0x1900];
    }
    param_1[iVar9 + 0x1900] = (TState)((char)TVar1 + 1);
    *(short *)(pcVar2 + iVar6 * 4 + 2) = (short)iVar9;
    *(short *)(pcVar2 + iVar3 * 4 + 2) = (short)iVar9;
    *(int *)(param_1 + 0x1008) = iVar9;
    pqdownheap(param_1,pcVar2,1);
    iVar5 = *(int *)(param_1 + 0x18f8);
    iVar9 = iVar9 + 1;
  } while (1 < iVar5);
  iVar5 = *(int *)(param_1 + 0x18fc);
  *(int *)(param_1 + 0x18fc) = iVar5 + -1;
  *(undefined4 *)(param_1 + iVar5 * 4 + 0x1000) = *(undefined4 *)(param_1 + 0x1008);
  gen_bitlen(param_1,param_2);
  gen_codes(param_1,pcVar2,iVar8);
  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)