L L4D2node

CExpressionEvaluator::IsConditional

0x00266d00 · 200 bytes · __thiscall

_ZN20CExpressionEvaluator13IsConditionalERbc

Decompiled

undefined (3 params)

/* CExpressionEvaluator::IsConditional(bool&, char) */

bool __thiscall
CExpressionEvaluator::IsConditional(CExpressionEvaluator *this,bool *param_1,char param_2)

{
  byte bVar1;
  int iVar2;
  code *pcVar3;
  bool bVar4;
  int in_GS_OFFSET;
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  bVar4 = param_2 == '|' || param_2 == '&';
  if (param_2 == '|' || param_2 == '&') {
    iVar2 = *(int *)(this + 0xc);
    *(int *)(this + 0xc) = iVar2 + 1;
    bVar1 = *(byte *)(*(int *)(this + 8) + iVar2);
    if ((bVar1 & param_2) == param_2) {
      *param_1 = true;
    }
    else {
      pcVar3 = *(code **)(this + 0x94);
      if (pcVar3 != (code *)0x0) {
        CFmtStrN<256>::CFmtStrN
                  (local_12c,"Bad expression operator: \'%c%c\', expected C style operator",
                   (int)param_2,(int)(char)bVar1);
        (*pcVar3)(local_127);
        bVar4 = false;
      }
    }
  }
  else {
    *param_1 = false;
    bVar4 = true;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return bVar4;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)