CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>::RotateLeft
0x005c34a0 · 328 bytes · __thiscall
_ZN10CUtlRBTreeIN7CUtlMapIjP24CInstancedResponseSystemtE6Node_tEtNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_tEtEE10RotateLeftEt
Decompiled
undefined (2 params)
/* CUtlRBTree<CUtlMap<unsigned int, CInstancedResponseSystem*, unsigned short>::Node_t, unsigned
short, CUtlMap<unsigned int, CInstancedResponseSystem*, unsigned short>::CKeyLess,
CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned int, CInstancedResponseSystem*, unsigned
short>::Node_t, unsigned short>, unsigned short> >::RotateLeft(unsigned short) */
void __thiscall
CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RotateLeft(CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*this,ushort param_1)
{
ushort uVar1;
int iVar2;
undefined2 *puVar3;
short *psVar4;
ushort *puVar5;
int iVar6;
iVar2 = Links(this,param_1);
uVar1 = *(ushort *)(iVar2 + 2);
puVar3 = (undefined2 *)Links(this,uVar1);
*(undefined2 *)(*(int *)(this + 4) + 2 + (uint)param_1 * 0x10) = *puVar3;
psVar4 = (short *)Links(this,uVar1);
if (*psVar4 != -1) {
puVar5 = (ushort *)Links(this,uVar1);
*(ushort *)((uint)*puVar5 * 0x10 + *(int *)(this + 4) + 4) = param_1;
}
iVar2 = 0xffff0;
if (uVar1 != 0xffff) {
iVar6 = Links(this,param_1);
iVar2 = (uint)uVar1 * 0x10;
*(undefined2 *)(*(int *)(this + 4) + 4 + iVar2) = *(undefined2 *)(iVar6 + 4);
}
if (param_1 == *(ushort *)(this + 0x10)) {
*(ushort *)(this + 0x10) = uVar1;
}
else {
iVar6 = Links(this,param_1);
puVar5 = (ushort *)Links(this,*(ushort *)(iVar6 + 4));
if (param_1 == *puVar5) {
iVar6 = Links(this,param_1);
*(ushort *)((uint)*(ushort *)(iVar6 + 4) * 0x10 + *(int *)(this + 4)) = uVar1;
}
else {
iVar6 = Links(this,param_1);
*(ushort *)((uint)*(ushort *)(iVar6 + 4) * 0x10 + *(int *)(this + 4) + 2) = uVar1;
}
}
*(ushort *)(*(int *)(this + 4) + iVar2) = param_1;
if (param_1 != 0xffff) {
*(ushort *)(*(int *)(this + 4) + 4 + (uint)param_1 * 0x10) = uVar1;
}
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.