CUtlRBTree<CUtlMap<unsigned_long_long,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::Remove
0x0006f810 · 99 bytes · __thiscall
_ZN10CUtlRBTreeIN7CUtlMapIyitE6Node_tEtNS1_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS2_tEtEE6RemoveERKS2_
Decompiled
undefined (2 params)
/* CUtlRBTree<CUtlMap<unsigned long long, int, unsigned short>::Node_t, unsigned short,
CUtlMap<unsigned long long, int, unsigned short>::CKeyLess,
CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned long long, int, unsigned short>::Node_t, unsigned
short>, unsigned short> >::Remove(CUtlMap<unsigned long long, int, unsigned short>::Node_t
const&) */
bool __thiscall
CUtlRBTree<CUtlMap<unsigned_long_long,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Remove(CUtlRBTree<CUtlMap<unsigned_long_long,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*this,Node_t *param_1)
{
ushort uVar1;
uVar1 = Find(this,param_1);
if (uVar1 != 0xffff) {
Unlink(this,uVar1);
*(ushort *)(*(int *)(this + 4) + (uint)uVar1 * 0x14) = uVar1;
*(undefined2 *)(*(int *)(this + 4) + 2 + (uint)uVar1 * 0x14) = *(undefined2 *)(this + 0x14);
*(short *)(this + 0x12) = *(short *)(this + 0x12) + -1;
*(ushort *)(this + 0x14) = uVar1;
}
return uVar1 != 0xffff;
}
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.