L L4D2node

CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>::RemoveAll

0x005ab190 · 295 bytes · __thiscall

_ZN10CUtlRBTreeIN14AI_CriteriaSet11CritEntry_tEsPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_sEsEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlRBTree<AI_CriteriaSet::CritEntry_t, short, bool (*)(AI_CriteriaSet::CritEntry_t const&,
   AI_CriteriaSet::CritEntry_t const&), CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,
   short>, short> >::RemoveAll() */

void __thiscall
CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
::RemoveAll(CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
            *this)

{
  int iVar1;
  short sVar2;
  int iVar3;
  short sVar4;
  int iVar5;
  short sVar6;
  int iVar7;
  short *psVar8;
  
  sVar2 = *(short *)(this + 0x16);
  if (sVar2 != -1) {
    iVar1 = *(int *)(this + 8);
    sVar4 = -(ushort)(iVar1 < 1);
    if (sVar4 != -1) {
      iVar5 = 0;
      do {
        sVar6 = sVar4 + (short)iVar5;
        iVar7 = (int)sVar6;
        if (((-1 < iVar7) && (iVar7 < *(int *)(this + 8))) && (sVar6 <= sVar2)) {
          if ((Links(short)::s_Sentinel == '\0') &&
             (iVar3 = __cxa_guard_acquire(&Links(short)::s_Sentinel), iVar3 != 0)) {
            DAT_00f21a9a = 0xffff;
            DAT_00f21a9c = 0xffff;
            Links(short)::s_Sentinel = 0xffff;
            __cxa_guard_release(&Links(short)::s_Sentinel);
          }
          psVar8 = (short *)(iVar7 * 0x50 + *(int *)(this + 4));
          if (sVar6 != *psVar8) {
            psVar8[1] = *(short *)(this + 0x14);
            *(short *)(*(int *)(this + 4) + iVar7 * 0x50) = sVar6;
            *(short *)(this + 0x14) = sVar6;
          }
          sVar2 = *(short *)(this + 0x16);
        }
      } while (((sVar6 != sVar2) && (iVar7 = (int)(short)((short)iVar5 + sVar4 + 1), -1 < iVar7)) &&
              ((iVar7 < *(int *)(this + 8) &&
               (iVar5 = iVar5 + 1, iVar5 != ((iVar1 < 1) - 2 & 0xffff) + 1))));
    }
    *(undefined2 *)(this + 0x10) = 0xffff;
    *(undefined2 *)(this + 0x12) = 0;
  }
  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)