L L4D2node

CUtlRBTree<CBalanceTeamGroup,unsigned_short,bool(*)(CBalanceTeamGroup_const&,CBalanceTeamGroup_const&),CUtlMemory<UtlRBTreeNode_t<CBalanceTeamGroup,unsigned_short>,unsigned_short>>::NewNode

0x004cf090 · 294 bytes · __thiscall

_ZN10CUtlRBTreeI17CBalanceTeamGrouptPFbRKS0_S2_E10CUtlMemoryI15UtlRBTreeNode_tIS0_tEtEE7NewNodeEv

Decompiled

undefined (1 param)

/* CUtlRBTree<CBalanceTeamGroup, unsigned short, bool (*)(CBalanceTeamGroup const&,
   CBalanceTeamGroup const&), CUtlMemory<UtlRBTreeNode_t<CBalanceTeamGroup, unsigned short>,
   unsigned short> >::NewNode() */

uint __thiscall
CUtlRBTree<CBalanceTeamGroup,unsigned_short,bool(*)(CBalanceTeamGroup_const&,CBalanceTeamGroup_const&),CUtlMemory<UtlRBTreeNode_t<CBalanceTeamGroup,unsigned_short>,unsigned_short>>
::NewNode(CUtlRBTree<CBalanceTeamGroup,unsigned_short,bool(*)(CBalanceTeamGroup_const&,CBalanceTeamGroup_const&),CUtlMemory<UtlRBTreeNode_t<CBalanceTeamGroup,unsigned_short>,unsigned_short>>
          *this)

{
  ushort uVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  uint uVar5;
  int iVar6;
  
  uVar1 = *(ushort *)(this + 0x14);
  uVar5 = (uint)uVar1;
  if (uVar1 != 0xffff) {
    iVar2 = *(int *)(this + 4);
    iVar6 = (uint)uVar1 * 0x2c + iVar2;
    *(undefined2 *)(this + 0x14) = *(undefined2 *)(iVar6 + 2);
    goto LAB_004cf0be;
  }
  iVar2 = *(int *)(this + 8);
  if ((int)(uint)*(ushort *)(this + 0x16) < iVar2) {
    uVar3 = *(ushort *)(this + 0x16) + 1;
    uVar4 = uVar3 & 0xffff;
    if (iVar2 <= (int)uVar4) {
      uVar3 = uVar5;
      uVar4 = 0xffff;
    }
    if (iVar2 <= (int)uVar4) goto LAB_004cf157;
LAB_004cf11f:
    iVar6 = (uVar3 & 0xffff) * 0x2c;
    uVar5 = uVar3;
  }
  else {
    iVar6 = 0;
    if (iVar2 < 1) {
      iVar6 = 0xffff;
    }
    uVar3 = (0 < iVar2) - 1;
    if (iVar6 < iVar2) goto LAB_004cf11f;
LAB_004cf157:
    CUtlMemory<UtlRBTreeNode_t<CBalanceTeamGroup,unsigned_short>,unsigned_short>::Grow
              ((CUtlMemory<UtlRBTreeNode_t<CBalanceTeamGroup,unsigned_short>,unsigned_short> *)
               (this + 4),1);
    iVar2 = *(int *)(this + 8);
    if ((int)(uint)*(ushort *)(this + 0x16) < iVar2) {
      uVar3 = *(ushort *)(this + 0x16) + 1;
      uVar4 = uVar3 & 0xffff;
      if ((int)uVar4 < iVar2) {
        iVar6 = uVar4 * 0x2c;
        uVar5 = uVar3;
      }
      else {
        iVar6 = 0x2bffd4;
        uVar4 = 0xffff;
      }
    }
    else {
      iVar6 = 0x2bffd4;
      if (0 < iVar2) {
        iVar6 = 0;
      }
      uVar4 = 0xffff;
      if (0 < iVar2) {
        uVar4 = 0;
        uVar5 = 0;
      }
    }
    if (iVar2 <= (int)uVar4) {
      Error("CUtlRBTree overflow!\n");
    }
  }
  iVar2 = *(int *)(this + 4);
  *(short *)(this + 0x16) = (short)uVar5;
  iVar6 = iVar6 + iVar2;
LAB_004cf0be:
  if ((CSameTeamGroup *)(iVar6 + 8) != (CSameTeamGroup *)0x0) {
    CSameTeamGroup::CSameTeamGroup((CSameTeamGroup *)(iVar6 + 8));
    *(undefined ***)(iVar6 + 8) = &PTR_Build_00c21278;
    *(undefined4 *)(iVar6 + 0x24) = 0;
    *(undefined4 *)(iVar6 + 0x28) = 0;
    iVar2 = *(int *)(this + 4);
  }
  *(int *)(this + 0x18) = iVar2;
  return uVar5;
}

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)