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>>::RotateRight
0x005c3600 · 331 bytes · __thiscall
_ZN10CUtlRBTreeIN7CUtlMapIjP24CInstancedResponseSystemtE6Node_tEtNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_tEtEE11RotateRightEt
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> >::RotateRight(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>>
::RotateRight(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;
ushort *puVar2;
int iVar3;
int iVar4;
puVar2 = (ushort *)Links(this,param_1);
uVar1 = *puVar2;
iVar3 = Links(this,uVar1);
*(undefined2 *)(*(int *)(this + 4) + (uint)param_1 * 0x10) = *(undefined2 *)(iVar3 + 2);
iVar3 = Links(this,uVar1);
if (*(short *)(iVar3 + 2) != -1) {
iVar3 = Links(this,uVar1);
*(ushort *)((uint)*(ushort *)(iVar3 + 2) * 0x10 + *(int *)(this + 4) + 4) = param_1;
}
iVar3 = 0xffff0;
if (uVar1 != 0xffff) {
iVar4 = Links(this,param_1);
iVar3 = (uint)uVar1 * 0x10;
*(undefined2 *)(*(int *)(this + 4) + 4 + iVar3) = *(undefined2 *)(iVar4 + 4);
}
if (param_1 == *(ushort *)(this + 0x10)) {
*(ushort *)(this + 0x10) = uVar1;
}
else {
iVar4 = Links(this,param_1);
iVar4 = Links(this,*(ushort *)(iVar4 + 4));
if (param_1 == *(ushort *)(iVar4 + 2)) {
iVar4 = Links(this,param_1);
*(ushort *)((uint)*(ushort *)(iVar4 + 4) * 0x10 + *(int *)(this + 4) + 2) = uVar1;
}
else {
iVar4 = Links(this,param_1);
*(ushort *)((uint)*(ushort *)(iVar4 + 4) * 0x10 + *(int *)(this + 4)) = uVar1;
}
}
*(ushort *)(*(int *)(this + 4) + 2 + iVar3) = 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.