L L4D2node

CUtlRBTree<CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::RemoveAll

0x005c2cb0 · 312 bytes · __thiscall

_ZN10CUtlRBTreeIN7CUtlMapIj13ResponseGrouptE6Node_tEtNS2_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS3_tEtEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlRBTree<CUtlMap<unsigned int, ResponseGroup, unsigned short>::Node_t, unsigned short,
   CUtlMap<unsigned int, ResponseGroup, unsigned short>::CKeyLess,
   CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned int, ResponseGroup, unsigned short>::Node_t, unsigned
   short>, unsigned short> >::RemoveAll() */

void __thiscall
CUtlRBTree<CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll(CUtlRBTree<CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,ResponseGroup,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            *this)

{
  ushort *puVar1;
  int iVar2;
  int iVar3;
  ushort uVar4;
  ushort uVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  int local_20;
  
  uVar5 = *(ushort *)(this + 0x16);
  if (uVar5 != 0xffff) {
    iVar2 = *(int *)(this + 8);
    if (0 < iVar2) {
      local_20 = 0;
      do {
        uVar4 = (ushort)local_20;
        if ((local_20 < iVar2) && (uVar4 <= uVar5)) {
          puVar1 = (ushort *)Links(this,uVar4);
          if (*puVar1 == uVar4) {
            uVar5 = *(ushort *)(this + 0x16);
          }
          else {
            iVar2 = local_20 * 0x20;
            iVar6 = *(int *)(this + 4) + iVar2;
            iVar7 = *(int *)(iVar6 + 0x14) + -1;
            if (-1 < iVar7) {
              iVar8 = iVar7 * 0x50;
              do {
                iVar7 = iVar7 + -1;
                iVar3 = *(int *)(iVar6 + 0xc) + iVar8;
                iVar8 = iVar8 + -0x50;
                AI_ResponseParams::ScriptFollowup_t::~ScriptFollowup_t
                          ((ScriptFollowup_t *)(iVar3 + 0x19));
              } while (iVar7 != -1);
            }
            *(undefined4 *)(iVar6 + 0x14) = 0;
            free(*(void **)(iVar6 + 0xc));
            *(undefined4 *)(iVar6 + 0x10) = 0;
            *(undefined4 *)(iVar6 + 0xc) = 0;
            *(undefined4 *)(iVar6 + 0x18) = 0;
            *(undefined2 *)(*(int *)(this + 4) + 2 + iVar2) = *(undefined2 *)(this + 0x14);
            *(ushort *)(*(int *)(this + 4) + iVar2) = uVar4;
            *(ushort *)(this + 0x14) = uVar4;
            uVar5 = *(ushort *)(this + 0x16);
          }
        }
      } while (((uVar5 != uVar4) &&
               (iVar2 = *(int *)(this + 8), (int)(uint)(ushort)(uVar4 + 1) < iVar2)) &&
              (local_20 = local_20 + 1, local_20 != 0xffff));
    }
    *(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)