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>>::InsertRebalance
0x005c4b80 · 688 bytes · __thiscall
_ZN10CUtlRBTreeIN7CUtlMapIjP24CInstancedResponseSystemtE6Node_tEtNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_tEtEE15InsertRebalanceEt
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> >::InsertRebalance(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>>
::InsertRebalance(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 uVar2;
ushort uVar3;
int iVar4;
ushort *puVar5;
uint uVar6;
uint uVar7;
ushort local_1e;
local_1e = param_1;
do {
uVar1 = *(ushort *)(this + 0x10);
if (local_1e == uVar1) {
LAB_005c4bd2:
*(undefined2 *)((uint)uVar1 * 0x10 + *(int *)(this + 4) + 6) = 1;
return;
}
iVar4 = Links(this,local_1e);
iVar4 = Links(this,*(ushort *)(iVar4 + 4));
if (*(short *)(iVar4 + 6) != 0) {
uVar1 = *(ushort *)(this + 0x10);
goto LAB_005c4bd2;
}
iVar4 = Links(this,local_1e);
uVar1 = *(ushort *)(iVar4 + 4);
uVar6 = (uint)uVar1;
iVar4 = Links(this,uVar1);
uVar2 = *(ushort *)(iVar4 + 4);
iVar4 = Links(this,uVar1);
puVar5 = (ushort *)Links(this,*(ushort *)(iVar4 + 4));
if (uVar1 == *puVar5) {
uVar7 = (uint)uVar2;
iVar4 = Links(this,uVar2);
uVar3 = *(ushort *)(iVar4 + 2);
iVar4 = Links(this,uVar3);
if (*(short *)(iVar4 + 6) == 0) {
*(undefined2 *)(uVar6 * 0x10 + *(int *)(this + 4) + 6) = 1;
*(undefined2 *)((uint)uVar3 * 0x10 + *(int *)(this + 4) + 6) = 1;
*(undefined2 *)(uVar7 * 0x10 + *(int *)(this + 4) + 6) = 0;
local_1e = uVar2;
}
else {
iVar4 = Links(this,local_1e);
iVar4 = Links(this,*(ushort *)(iVar4 + 4));
if (local_1e == *(ushort *)(iVar4 + 2)) {
RotateLeft(this,uVar1);
iVar4 = Links(this,uVar1);
uVar6 = (uint)*(ushort *)(iVar4 + 4);
iVar4 = Links(this,*(ushort *)(iVar4 + 4));
uVar7 = (uint)*(ushort *)(iVar4 + 4);
local_1e = uVar1;
}
*(undefined2 *)(uVar6 * 0x10 + *(int *)(this + 4) + 6) = 1;
*(undefined2 *)(uVar7 * 0x10 + *(int *)(this + 4) + 6) = 0;
RotateRight(this,(ushort)uVar7);
}
}
else {
uVar7 = (uint)uVar2;
puVar5 = (ushort *)Links(this,uVar2);
uVar3 = *puVar5;
iVar4 = Links(this,uVar3);
if (*(short *)(iVar4 + 6) == 0) {
*(undefined2 *)(uVar6 * 0x10 + *(int *)(this + 4) + 6) = 1;
*(undefined2 *)((uint)uVar3 * 0x10 + *(int *)(this + 4) + 6) = 1;
*(undefined2 *)(*(int *)(this + 4) + uVar7 * 0x10 + 6) = 0;
local_1e = uVar2;
}
else {
iVar4 = Links(this,local_1e);
puVar5 = (ushort *)Links(this,*(ushort *)(iVar4 + 4));
if (local_1e == *puVar5) {
RotateRight(this,uVar1);
iVar4 = Links(this,uVar1);
uVar6 = (uint)*(ushort *)(iVar4 + 4);
iVar4 = Links(this,*(ushort *)(iVar4 + 4));
uVar7 = (uint)*(ushort *)(iVar4 + 4);
local_1e = uVar1;
}
*(undefined2 *)(uVar6 * 0x10 + *(int *)(this + 4) + 6) = 1;
*(undefined2 *)(uVar7 * 0x10 + *(int *)(this + 4) + 6) = 0;
RotateLeft(this,(ushort)uVar7);
}
}
} while( true );
}
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.