CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>::Insert
0x001920f0 · 474 bytes · __thiscall
_ZN10CUtlRBTreeI10CUtlSymboltPFbRKS0_S2_E10CUtlMemoryI15UtlRBTreeNode_tIS0_tEtEE6InsertES2_
Decompiled
undefined (2 params)
/* CUtlRBTree<CUtlSymbol, unsigned short, bool (*)(CUtlSymbol const&, CUtlSymbol const&),
CUtlMemory<UtlRBTreeNode_t<CUtlSymbol, unsigned short>, unsigned short> >::Insert(CUtlSymbol
const&) */
uint __thiscall
CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>
::Insert(CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>
*this,CUtlSymbol *param_1)
{
ushort uVar1;
int iVar2;
bool bVar3;
char cVar4;
int iVar5;
uint uVar6;
undefined2 *puVar7;
uint uVar8;
int local_24;
ushort local_1e;
uVar1 = *(ushort *)(this + 0x10);
if (*(ushort *)(this + 0x10) == 0xffff) {
uVar6 = NewNode(this);
uVar8 = uVar6 & 0xffff;
local_24 = uVar8 * 10;
puVar7 = (undefined2 *)(local_24 + *(int *)(this + 4));
puVar7[2] = 0xffff;
puVar7[1] = 0xffff;
*puVar7 = 0xffff;
puVar7[3] = 0;
}
else {
do {
local_1e = uVar1;
iVar2 = (uint)local_1e * 10;
cVar4 = (**(code **)this)(param_1,*(int *)(this + 4) + iVar2 + 8);
if (cVar4 == '\0') {
if ((Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar5 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar5 != 0)) {
Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_003412c6 = 0xffff;
DAT_003412c8 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
bVar3 = false;
uVar1 = *(ushort *)(*(int *)(this + 4) + 2 + iVar2);
}
else {
if ((Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar5 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar5 != 0)) {
Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_003412c6 = 0xffff;
DAT_003412c8 = 0xffff;
__cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
}
bVar3 = true;
uVar1 = *(ushort *)(*(int *)(this + 4) + (uint)local_1e * 10);
}
} while (uVar1 != 0xffff);
uVar6 = NewNode(this);
uVar8 = uVar6 & 0xffff;
local_24 = uVar8 * 10;
puVar7 = (undefined2 *)(local_24 + *(int *)(this + 4));
puVar7[2] = local_1e;
puVar7[1] = 0xffff;
*puVar7 = 0xffff;
puVar7[3] = 0;
if (local_1e != 0xffff) {
if (bVar3) {
*(short *)(*(int *)(this + 4) + iVar2) = (short)uVar6;
}
else {
*(short *)(*(int *)(this + 4) + 2 + iVar2) = (short)uVar6;
}
goto LAB_001921c3;
}
}
*(short *)(this + 0x10) = (short)uVar6;
LAB_001921c3:
InsertRebalance(this,(ushort)uVar8);
*(short *)(this + 0x12) = *(short *)(this + 0x12) + 1;
if (local_24 + *(int *)(this + 4) != -8) {
*(undefined2 *)(local_24 + *(int *)(this + 4) + 8) = *(undefined2 *)param_1;
}
return uVar6;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.