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>>::RemoveRebalance

0x005c3760 · 1081 bytes · __thiscall

_ZN10CUtlRBTreeIN7CUtlMapIjP24CInstancedResponseSystemtE6Node_tEtNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_tEtEE15RemoveRebalanceEt

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> >::RemoveRebalance(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>>
::RemoveRebalance(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;
  ushort *puVar3;
  uint uVar4;
  uint uVar5;
  ushort local_24;
  ushort local_22;
  
  uVar1 = *(ushort *)(this + 0x10);
LAB_005c3778:
  while( true ) {
    if ((param_1 == uVar1) || (iVar2 = Links(this,param_1), *(short *)(iVar2 + 6) != 1)) {
      *(undefined2 *)((uint)param_1 * 0x10 + *(int *)(this + 4) + 6) = 1;
      return;
    }
    iVar2 = Links(this,param_1);
    local_22 = *(ushort *)(iVar2 + 4);
    uVar5 = (uint)local_22;
    puVar3 = (ushort *)Links(this,local_22);
    if (param_1 == *puVar3) break;
    puVar3 = (ushort *)Links(this,local_22);
    local_24 = *puVar3;
    uVar4 = (uint)local_24;
    iVar2 = Links(this,local_24);
    if (*(short *)(iVar2 + 6) == 0) {
      *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = 1;
      *(undefined2 *)(uVar5 * 0x10 + *(int *)(this + 4) + 6) = 0;
      RotateRight(this,local_22);
      iVar2 = Links(this,param_1);
      local_22 = *(ushort *)(iVar2 + 4);
      uVar5 = (uint)local_22;
      puVar3 = (ushort *)Links(this,local_22);
      local_24 = *puVar3;
      uVar4 = (uint)local_24;
    }
    uVar1 = (ushort)uVar4;
    iVar2 = Links(this,uVar1);
    iVar2 = Links(this,*(ushort *)(iVar2 + 2));
    if (*(short *)(iVar2 + 6) == 1) {
      puVar3 = (ushort *)Links(this,uVar1);
      iVar2 = Links(this,*puVar3);
      if (*(short *)(iVar2 + 6) == 1) goto LAB_005c3a26;
    }
    puVar3 = (ushort *)Links(this,uVar1);
    iVar2 = Links(this,*puVar3);
    if (*(short *)(iVar2 + 6) == 1) {
      iVar2 = Links(this,uVar1);
      *(undefined2 *)((uint)*(ushort *)(iVar2 + 2) * 0x10 + *(int *)(this + 4) + 6) = 1;
      *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = 0;
      RotateLeft(this,uVar1);
      iVar2 = Links(this,param_1);
      uVar5 = (uint)*(ushort *)(iVar2 + 4);
      puVar3 = (ushort *)Links(this,*(ushort *)(iVar2 + 4));
      uVar4 = (uint)*puVar3;
    }
    iVar2 = Links(this,(ushort)uVar5);
    *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = *(undefined2 *)(iVar2 + 6);
    *(undefined2 *)(uVar5 * 0x10 + *(int *)(this + 4) + 6) = 1;
    puVar3 = (ushort *)Links(this,(ushort)uVar4);
    *(undefined2 *)((uint)*puVar3 * 0x10 + *(int *)(this + 4) + 6) = 1;
    RotateRight(this,(ushort)uVar5);
    param_1 = *(ushort *)(this + 0x10);
    uVar1 = param_1;
  }
  iVar2 = Links(this,local_22);
  local_24 = *(ushort *)(iVar2 + 2);
  uVar4 = (uint)local_24;
  iVar2 = Links(this,local_24);
  if (*(short *)(iVar2 + 6) == 0) {
    *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = 1;
    *(undefined2 *)(uVar5 * 0x10 + *(int *)(this + 4) + 6) = 0;
    RotateLeft(this,local_22);
    iVar2 = Links(this,param_1);
    local_22 = *(ushort *)(iVar2 + 4);
    uVar5 = (uint)local_22;
    iVar2 = Links(this,local_22);
    local_24 = *(ushort *)(iVar2 + 2);
    uVar4 = (uint)local_24;
  }
  uVar1 = (ushort)uVar4;
  puVar3 = (ushort *)Links(this,uVar1);
  iVar2 = Links(this,*puVar3);
  if (*(short *)(iVar2 + 6) == 1) {
    iVar2 = Links(this,uVar1);
    iVar2 = Links(this,*(ushort *)(iVar2 + 2));
    if (*(short *)(iVar2 + 6) == 1) {
LAB_005c3a26:
      param_1 = local_22;
      if (local_24 == 0xffff) {
        uVar1 = *(ushort *)(this + 0x10);
      }
      else {
        *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = 0;
        uVar1 = *(ushort *)(this + 0x10);
      }
      goto LAB_005c3778;
    }
  }
  iVar2 = Links(this,uVar1);
  iVar2 = Links(this,*(ushort *)(iVar2 + 2));
  if (*(short *)(iVar2 + 6) == 1) {
    puVar3 = (ushort *)Links(this,uVar1);
    *(undefined2 *)((uint)*puVar3 * 0x10 + *(int *)(this + 4) + 6) = 1;
    *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = 0;
    RotateRight(this,uVar1);
    iVar2 = Links(this,param_1);
    uVar5 = (uint)*(ushort *)(iVar2 + 4);
    iVar2 = Links(this,*(ushort *)(iVar2 + 4));
    uVar4 = (uint)*(ushort *)(iVar2 + 2);
  }
  iVar2 = Links(this,(ushort)uVar5);
  *(undefined2 *)(uVar4 * 0x10 + *(int *)(this + 4) + 6) = *(undefined2 *)(iVar2 + 6);
  *(undefined2 *)(uVar5 * 0x10 + *(int *)(this + 4) + 6) = 1;
  iVar2 = Links(this,(ushort)uVar4);
  *(undefined2 *)((uint)*(ushort *)(iVar2 + 2) * 0x10 + *(int *)(this + 4) + 6) = 1;
  RotateLeft(this,(ushort)uVar5);
  param_1 = *(ushort *)(this + 0x10);
  uVar1 = param_1;
  goto LAB_005c3778;
}

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)