L L4D2node

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 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)