L L4D2node

CExpressionEvaluator::BuildExpression

0x00267240 · 81 bytes · __thiscall

_ZN20CExpressionEvaluator15BuildExpressionEv

Decompiled

undefined (1 param)

/* CExpressionEvaluator::BuildExpression() */

void __thiscall CExpressionEvaluator::BuildExpression(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;
  MakeExpression(this,(ExprNode **)this);
  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)