L L4D2node

CUtlRBTree<AsyncCaption_t::BlockInfo_t,unsigned_short,bool(*)(AsyncCaption_t::BlockInfo_t_const&,AsyncCaption_t::BlockInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>>::~CUtlRBTree

0x004b6960 · 62 bytes · __thiscall

_ZN10CUtlRBTreeIN14AsyncCaption_t11BlockInfo_tEtPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_tEtEED2Ev

Decompiled

undefined (1 param)

/* CUtlRBTree<AsyncCaption_t::BlockInfo_t, unsigned short, bool (*)(AsyncCaption_t::BlockInfo_t
   const&, AsyncCaption_t::BlockInfo_t const&),
   CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t, unsigned short>, unsigned short>
   >::~CUtlRBTree() */

void __thiscall
CUtlRBTree<AsyncCaption_t::BlockInfo_t,unsigned_short,bool(*)(AsyncCaption_t::BlockInfo_t_const&,AsyncCaption_t::BlockInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>>
::~CUtlRBTree(CUtlRBTree<AsyncCaption_t::BlockInfo_t,unsigned_short,bool(*)(AsyncCaption_t::BlockInfo_t_const&,AsyncCaption_t::BlockInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>>
              *this)

{
  RemoveAll(this);
  *(undefined2 *)(this + 0x14) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>
              *)(this + 4));
  *(undefined2 *)(this + 0x16) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>
              *)(this + 4));
  return;
}

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)