L L4D2node

CUtlDict<int,int>::Insert

0x00bb9fe0 · 48 bytes · __thiscall

_ZN8CUtlDictIiiE6InsertEPKcRKi

Decompiled

undefined (3 params)

/* CUtlDict<int, int>::Insert(char const*, int const&) */

void __thiscall CUtlDict<int,int>::Insert(CUtlDict<int,int> *this,char *param_1,int *param_2)

{
  char *local_14;
  int local_10;
  
  local_14 = strdup(param_1);
  local_10 = *param_2;
  CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
  ::Insert((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
            *)this,(Node_t *)&local_14);
  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)