CUtlRBTree<CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::RemoveAt
0x00079e30 · 78 bytes · __thiscall
_ZN10CUtlRBTreeIN7CUtlMapIPvN26CThreadSafeMultiMemoryPool15RawAllocation_tEtE6Node_tEtNS4_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS5_tEtEE8RemoveAtEt
Decompiled
undefined (2 params)
/* CUtlRBTree<CUtlMap<void*, CThreadSafeMultiMemoryPool::RawAllocation_t, unsigned short>::Node_t,
unsigned short, CUtlMap<void*, CThreadSafeMultiMemoryPool::RawAllocation_t, unsigned
short>::CKeyLess, CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,
CThreadSafeMultiMemoryPool::RawAllocation_t, unsigned short>::Node_t, unsigned short>, unsigned
short> >::RemoveAt(unsigned short) */
void __thiscall
CUtlRBTree<CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAt(CUtlRBTree<CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CThreadSafeMultiMemoryPool::RawAllocation_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*this,ushort param_1)
{
if (param_1 != 0xffff) {
Unlink(this,param_1);
*(ushort *)(*(int *)(this + 4) + (uint)param_1 * 0x14) = param_1;
*(undefined2 *)(*(int *)(this + 4) + 2 + (uint)param_1 * 0x14) = *(undefined2 *)(this + 0x14);
*(short *)(this + 0x12) = *(short *)(this + 0x12) + -1;
*(ushort *)(this + 0x14) = param_1;
}
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.