L L4D2node

CUtlRBTree<CChoreoEvent*,unsigned_short,bool(*)(CChoreoEvent*const&,CChoreoEvent*const&),CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short>>::~CUtlRBTree

0x00b9f660 · 62 bytes · __thiscall

_ZN10CUtlRBTreeIP12CChoreoEventtPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_tEtEED1Ev

Decompiled

undefined (1 param)

/* CUtlRBTree<CChoreoEvent*, unsigned short, bool (*)(CChoreoEvent* const&, CChoreoEvent* const&),
   CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*, unsigned short>, unsigned short> >::~CUtlRBTree() */

void __thiscall
CUtlRBTree<CChoreoEvent*,unsigned_short,bool(*)(CChoreoEvent*const&,CChoreoEvent*const&),CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short>>
::~CUtlRBTree(CUtlRBTree<CChoreoEvent*,unsigned_short,bool(*)(CChoreoEvent*const&,CChoreoEvent*const&),CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short>>
              *this)

{
  RemoveAll(this);
  *(undefined2 *)(this + 0x14) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short> *)(this + 4))
  ;
  *(undefined2 *)(this + 0x16) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CChoreoEvent*,unsigned_short>,unsigned_short> *)(this + 4))
  ;
  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)