L L4D2node

scan_tree

0x000eb260 · 267 bytes · __cdecl

_Z9scan_treeR6TStateP7ct_datai

Decompiled

undefined (3 params)

/* scan_tree(TState&, ct_data*, int) */

void scan_tree(TState *param_1,ct_data *param_2,int param_3)

{
  ct_data *pcVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  int iVar5;
  int iVar6;
  uint local_18;
  
  uVar3 = (uint)*(ushort *)(param_2 + 2);
  *(undefined2 *)(param_2 + param_3 * 4 + 6) = 0xffff;
  iVar6 = 4 - (uint)(uVar3 == 0);
  iVar5 = (-(uint)(uVar3 == 0) & 0x83) + 7;
  if (-1 < param_3) {
    pcVar1 = param_2 + param_3 * 4 + 4;
    local_18 = 0xffffffff;
    iVar2 = 0;
    while( true ) {
      iVar2 = iVar2 + 1;
      uVar4 = (uint)*(ushort *)(param_2 + 6);
      if ((iVar5 <= iVar2) || (uVar3 != uVar4)) {
        if (iVar2 < iVar6) {
          *(short *)(param_1 + uVar3 * 4 + 0xef4) =
               *(short *)(param_1 + uVar3 * 4 + 0xef4) + (short)iVar2;
        }
        else if (uVar3 == 0) {
          if (iVar2 < 0xb) {
            *(short *)(param_1 + 0xf38) = *(short *)(param_1 + 0xf38) + 1;
          }
          else {
            *(short *)(param_1 + 0xf3c) = *(short *)(param_1 + 0xf3c) + 1;
          }
        }
        else {
          if (local_18 != uVar3) {
            *(short *)(param_1 + uVar3 * 4 + 0xef4) = *(short *)(param_1 + uVar3 * 4 + 0xef4) + 1;
          }
          *(short *)(param_1 + 0xf34) = *(short *)(param_1 + 0xf34) + 1;
        }
        local_18 = uVar3;
        if (uVar4 == 0) {
          iVar2 = 0;
          iVar6 = 3;
          iVar5 = 0x8a;
        }
        else if (uVar3 == uVar4) {
          iVar6 = 3;
          iVar5 = 6;
          iVar2 = 0;
          local_18 = uVar4;
        }
        else {
          iVar6 = 4;
          iVar5 = 7;
          iVar2 = 0;
        }
      }
      if (param_2 + 4 == pcVar1) break;
      param_2 = param_2 + 4;
      uVar3 = uVar4;
    }
  }
  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)