L L4D2node

build_bl_tree

0x000eb380 · 184 bytes · __cdecl

_Z13build_bl_treeR6TState

Decompiled

undefined (1 param)

/* build_bl_tree(TState&) */

int build_bl_tree(TState *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0x12;
  scan_tree(param_1,(ct_data *)(param_1 + 0x14),*(int *)(param_1 + 0xfa8));
  scan_tree(param_1,(ct_data *)(param_1 + 0x908),*(int *)(param_1 + 0xfc4));
  build_tree(param_1,(tree_desc *)(param_1 + 0xfc8));
  do {
    if (*(short *)(param_1 + (uint)(byte)(&bl_order)[iVar2] * 4 + 0xef6) != 0) {
      iVar1 = iVar2 * 3 + 3;
      goto LAB_000eb3ff;
    }
    iVar2 = iVar2 + -1;
  } while (iVar2 != 2);
  iVar1 = 9;
LAB_000eb3ff:
  iVar1 = iVar1 + 0xe + *(int *)(param_1 + 0x1af3c);
  *(int *)(param_1 + 0x1af3c) = iVar1;
  Trace("\ndyn trees: dyn %ld, stat %ld",iVar1,*(undefined4 *)(param_1 + 0x1af40));
  return iVar2;
}

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)