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>>::RemoveAt
0x005af380 · 78 bytes · __thiscall
_ZN10CUtlRBTreeIN14AI_CriteriaSet11CritEntry_tEsPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_sEsEE8RemoveAtEs
Decompiled
undefined (2 params)
/* 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> >::RemoveAt(short) */
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>>
::RemoveAt(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,short param_1)
{
if (param_1 != -1) {
Unlink(this,param_1);
*(short *)(*(int *)(this + 4) + param_1 * 0x50) = param_1;
*(undefined2 *)(*(int *)(this + 4) + 2 + param_1 * 0x50) = *(undefined2 *)(this + 0x14);
*(short *)(this + 0x12) = *(short *)(this + 0x12) + -1;
*(short *)(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.