L L4D2node

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 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)