CExpressionEvaluator::GetNextToken
0x00266a80 · 66 bytes · __thiscall
_ZN20CExpressionEvaluator12GetNextTokenEv
Decompiled
undefined (1 param)
/* CExpressionEvaluator::GetNextToken() */
void __thiscall CExpressionEvaluator::GetNextToken(CExpressionEvaluator *this)
{
int iVar1;
CExpressionEvaluator *pCVar2;
int iVar3;
CExpressionEvaluator *pCVar4;
iVar1 = *(int *)(this + 8);
iVar3 = *(int *)(this + 0xc);
pCVar4 = (CExpressionEvaluator *)(iVar1 + iVar3);
if (*pCVar4 == (CExpressionEvaluator)0x20) {
pCVar2 = (CExpressionEvaluator *)(iVar1 + 1 + iVar3);
do {
pCVar4 = pCVar2;
iVar3 = (int)pCVar4 - iVar1;
*(int *)(this + 0xc) = iVar3;
pCVar2 = pCVar4 + 1;
} while (*pCVar4 == (CExpressionEvaluator)0x20);
}
*(int *)(this + 0xc) = iVar3 + 1;
this[4] = *pCVar4;
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.