L L4D2node

CUtlRBTree<CBaseFlex::FS_LocalToGlobal_t,unsigned_short,bool(*)(CBaseFlex::FS_LocalToGlobal_t_const&,CBaseFlex::FS_LocalToGlobal_t_const&),CUtlMemory<UtlRBTreeNode_t<CBaseFlex::FS_LocalToGlobal_t,unsigned_short>,unsigned_short>>::Insert

0x0062bf70 · 570 bytes · __thiscall

_ZN10CUtlRBTreeIN9CBaseFlex18FS_LocalToGlobal_tEtPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_tEtEE6InsertES3_

Decompiled

undefined (2 params)

/* CUtlRBTree<CBaseFlex::FS_LocalToGlobal_t, unsigned short, bool (*)(CBaseFlex::FS_LocalToGlobal_t
   const&, CBaseFlex::FS_LocalToGlobal_t const&),
   CUtlMemory<UtlRBTreeNode_t<CBaseFlex::FS_LocalToGlobal_t, unsigned short>, unsigned short>
   >::Insert(CBaseFlex::FS_LocalToGlobal_t const&) */

uint __thiscall
CUtlRBTree<CBaseFlex::FS_LocalToGlobal_t,unsigned_short,bool(*)(CBaseFlex::FS_LocalToGlobal_t_const&,CBaseFlex::FS_LocalToGlobal_t_const&),CUtlMemory<UtlRBTreeNode_t<CBaseFlex::FS_LocalToGlobal_t,unsigned_short>,unsigned_short>>
::Insert(CUtlRBTree<CBaseFlex::FS_LocalToGlobal_t,unsigned_short,bool(*)(CBaseFlex::FS_LocalToGlobal_t_const&,CBaseFlex::FS_LocalToGlobal_t_const&),CUtlMemory<UtlRBTreeNode_t<CBaseFlex::FS_LocalToGlobal_t,unsigned_short>,unsigned_short>>
         *this,FS_LocalToGlobal_t *param_1)

{
  int iVar1;
  ushort uVar2;
  ushort uVar3;
  bool bVar4;
  char cVar5;
  void *pvVar6;
  int iVar7;
  uint uVar8;
  undefined2 *puVar9;
  uint uVar10;
  int local_24;
  
  uVar2 = *(ushort *)(this + 0x10);
  if (*(ushort *)(this + 0x10) == 0xffff) {
    uVar8 = NewNode(this);
    uVar10 = uVar8 & 0xffff;
    local_24 = uVar10 * 0x14;
    puVar9 = (undefined2 *)(local_24 + *(int *)(this + 4));
    puVar9[2] = 0xffff;
    puVar9[1] = 0xffff;
    *puVar9 = 0xffff;
    puVar9[3] = 0;
  }
  else {
    do {
      uVar3 = uVar2;
      iVar1 = (uint)uVar3 * 0x14;
      cVar5 = (**(code **)this)(param_1,*(int *)(this + 4) + iVar1 + 8);
      if (cVar5 == '\0') {
        if ((Links(unsigned_short)::s_Sentinel == '\0') &&
           (iVar7 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar7 != 0)) {
          Links(unsigned_short)::s_Sentinel = 0xffff;
          DAT_00f27a72 = 0xffff;
          DAT_00f27a74 = 0xffff;
          __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
        }
        bVar4 = false;
        uVar2 = *(ushort *)(*(int *)(this + 4) + 2 + iVar1);
      }
      else {
        if ((Links(unsigned_short)::s_Sentinel == '\0') &&
           (iVar7 = __cxa_guard_acquire(&Links(unsigned_short)::s_Sentinel), iVar7 != 0)) {
          Links(unsigned_short)::s_Sentinel = 0xffff;
          DAT_00f27a72 = 0xffff;
          DAT_00f27a74 = 0xffff;
          __cxa_guard_release(&Links(unsigned_short)::s_Sentinel);
        }
        bVar4 = true;
        uVar2 = *(ushort *)(*(int *)(this + 4) + (uint)uVar3 * 0x14);
      }
    } while (uVar2 != 0xffff);
    uVar8 = NewNode(this);
    uVar10 = uVar8 & 0xffff;
    local_24 = uVar10 * 0x14;
    puVar9 = (undefined2 *)(local_24 + *(int *)(this + 4));
    puVar9[2] = uVar3;
    puVar9[1] = 0xffff;
    *puVar9 = 0xffff;
    puVar9[3] = 0;
    if (uVar3 != 0xffff) {
      if (bVar4) {
        *(short *)(*(int *)(this + 4) + iVar1) = (short)uVar8;
      }
      else {
        *(short *)(*(int *)(this + 4) + 2 + iVar1) = (short)uVar8;
      }
      goto LAB_0062c048;
    }
  }
  *(short *)(this + 0x10) = (short)uVar8;
LAB_0062c048:
  InsertRebalance(this,(ushort)uVar10);
  *(short *)(this + 0x12) = *(short *)(this + 0x12) + 1;
  local_24 = local_24 + *(int *)(this + 4);
  if (local_24 != -8) {
    *(undefined4 *)(local_24 + 8) = *(undefined4 *)param_1;
    operator_delete(*(void **)(local_24 + 0x10));
    uVar10 = 0xffffffff;
    if (*(uint *)(param_1 + 4) < 0x1fc00001) {
      uVar10 = *(uint *)(param_1 + 4) * 4;
    }
    pvVar6 = operator_new__(uVar10);
    *(void **)(local_24 + 0x10) = pvVar6;
    _V_memcpy(pvVar6,*(void **)(param_1 + 8),*(int *)(param_1 + 4) << 2);
    *(undefined4 *)(local_24 + 0xc) = *(undefined4 *)(param_1 + 4);
  }
  return uVar8;
}

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)