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>>::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 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)