CExpressionEvaluator::Evaluate
0x002672a0 · 327 bytes · __thiscall
_ZN20CExpressionEvaluator8EvaluateERbPKcPFbS2_EPFvS2_E
Decompiled
undefined (5 params)
/* CExpressionEvaluator::Evaluate(bool&, char const*, bool (*)(char const*), void (*)(char const*))
*/
undefined4 __thiscall
CExpressionEvaluator::Evaluate
(CExpressionEvaluator *this,bool *param_1,char *param_2,_func_bool_char_ptr *param_3,
_func_void_char_ptr *param_4)
{
bool bVar1;
code *pcVar2;
undefined4 uVar3;
int iVar4;
char *pcVar5;
int in_GS_OFFSET;
char acStack_222 [514];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_2 == (char *)0x0) {
LAB_0026738b:
uVar3 = 0;
}
else {
if (*param_2 == '[') {
iVar4 = _V_strlen(param_2);
if (0x200 < iVar4 + 1U) goto LAB_0026738b;
pcVar5 = param_2 + 1;
param_2 = acStack_222 + 2;
V_strncpy(param_2,pcVar5,iVar4);
if (acStack_222[iVar4] == ']') {
acStack_222[iVar4] = '\0';
}
}
pcVar2 = DefaultConditionalSymbolProc;
*(char **)(this + 8) = param_2;
if (param_3 != (_func_bool_char_ptr *)0x0) {
pcVar2 = param_3;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0xc) = 0;
*(code **)(this + 0x90) = pcVar2;
pcVar2 = DefaultConditionalErrorProc;
if (param_4 != (_func_void_char_ptr *)0x0) {
pcVar2 = param_4;
}
this[4] = (CExpressionEvaluator)0x0;
*(code **)(this + 0x94) = pcVar2;
uVar3 = BuildExpression(this);
if ((char)uVar3 != '\0') {
bVar1 = (bool)SimplifyNode(this,(ExprNode **)this);
*param_1 = bVar1;
}
FreeTree(this,(ExprNode **)this);
*(undefined4 *)this = 0;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return uVar3;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.