CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>::RemoveAll
0x001f6180 · 200 bytes · __thiscall
_ZN10CUtlRBTreeIN12CIPRateLimit8iprate_sEiPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_iEiEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlRBTree<CIPRateLimit::iprate_s, int, bool (*)(CIPRateLimit::iprate_s const&,
CIPRateLimit::iprate_s const&), CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s, int>, int>
>::RemoveAll() */
void __thiscall
CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>
::RemoveAll(CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>
*this)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(this + 0x1c);
if (iVar1 != -1) {
iVar3 = 0;
iVar2 = 0;
if (0 < *(int *)(this + 8)) {
do {
if ((iVar2 < *(int *)(this + 8)) && (iVar2 <= iVar1)) {
if ((Links(int)::s_Sentinel == '\0') &&
(iVar1 = __cxa_guard_acquire(&Links(int)::s_Sentinel), iVar1 != 0)) {
Links(int)::s_Sentinel = 0xffffffff;
DAT_00341804 = 0xffffffff;
DAT_00341808 = 0xffffffff;
__cxa_guard_release(&Links(int)::s_Sentinel);
}
if (*(int *)(*(int *)(this + 4) + iVar3) != iVar2) {
((int *)(*(int *)(this + 4) + iVar3))[1] = *(int *)(this + 0x18);
*(int *)(*(int *)(this + 4) + iVar3) = iVar2;
*(int *)(this + 0x18) = iVar2;
}
iVar1 = *(int *)(this + 0x1c);
}
do {
if (((iVar1 == iVar2) || (iVar2 = iVar2 + 1, iVar2 < 0)) || (*(int *)(this + 8) <= iVar2))
goto LAB_001f61d0;
iVar3 = iVar3 + 0x20;
} while (iVar2 < 0);
} while( true );
}
LAB_001f61d0:
*(undefined4 *)(this + 0x10) = 0xffffffff;
*(undefined4 *)(this + 0x14) = 0;
}
return;
}
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.