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>>::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 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)