L L4D2node

CExpressionCalculator::Parse5ArgFunc

0x0026edf0 · 563 bytes · __thiscall

_ZN21CExpressionCalculator13Parse5ArgFuncERPKc

Decompiled

undefined (2 params)

/* CExpressionCalculator::Parse5ArgFunc(char const*&) */

undefined4 __thiscall
CExpressionCalculator::Parse5ArgFunc(CExpressionCalculator *this,char **param_1)

{
  int iVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  int iVar6;
  int iVar7;
  char cVar8;
  undefined4 uVar9;
  float fVar10;
  int local_2c;
  float local_28;
  char *local_24;
  char *local_20;
  
  local_24 = "rescale";
  local_20 = "crescale";
  local_2c = 2;
  cVar8 = ParseStringList(param_1,&local_24,&local_2c);
  if (((((((cVar8 != '\0') && (cVar8 = ParseString(param_1,"("), cVar8 != '\0')) &&
         (*param_1 != (char *)0x0)) &&
        ((cVar8 = ParseConditional(this,param_1), cVar8 != '\0' &&
         (cVar8 = ParseString(param_1,","), cVar8 != '\0')))) &&
       ((*param_1 != (char *)0x0 &&
        ((cVar8 = ParseConditional(this,param_1), cVar8 != '\0' &&
         (cVar8 = ParseString(param_1,","), cVar8 != '\0')))))) && (*param_1 != (char *)0x0)) &&
     ((((cVar8 = ParseConditional(this,param_1), cVar8 != '\0' &&
        (cVar8 = ParseString(param_1,","), cVar8 != '\0')) && (*param_1 != (char *)0x0)) &&
      (((cVar8 = ParseConditional(this,param_1), cVar8 != '\0' &&
        (cVar8 = ParseString(param_1,","), cVar8 != '\0')) &&
       ((*param_1 != (char *)0x0 &&
        ((cVar8 = ParseConditional(this,param_1), cVar8 != '\0' &&
         (uVar9 = ParseString(param_1,")"), (char)uVar9 != '\0')))))))))) {
    iVar6 = *(int *)(this + 0x44);
    iVar7 = *(int *)(this + 0x38);
    iVar1 = iVar6 + -1;
    fVar3 = *(float *)(iVar7 + iVar1 * 4);
    iVar2 = iVar1 * 4;
    *(int *)(this + 0x44) = iVar1;
    local_28 = *(float *)(iVar7 + -4 + iVar2);
    *(int *)(this + 0x44) = iVar6 + -2;
    fVar10 = *(float *)(iVar7 + -8 + iVar2);
    *(int *)(this + 0x44) = iVar6 + -3;
    fVar4 = *(float *)(iVar7 + -0xc + iVar2);
    *(int *)(this + 0x44) = iVar6 + -4;
    fVar5 = *(float *)(iVar7 + -0x10 + iVar2);
    *(int *)(this + 0x44) = iVar6 + -5;
    if (local_2c == 0) {
      local_28 = (fVar3 - local_28) * ((fVar5 - fVar4) / (fVar10 - fVar4)) + local_28;
    }
    else {
      if (local_2c != 1) {
        return uVar9;
      }
      fVar10 = (fVar3 - local_28) * ((fVar5 - fVar4) / (fVar10 - fVar4)) + local_28;
      if (local_28 <= fVar10) {
        local_28 = fVar10;
      }
      local_28 = (float)(~-(uint)(fVar10 <= fVar3) & (uint)fVar3 |
                        (uint)local_28 & -(uint)(fVar10 <= fVar3));
    }
    CUtlStack<float,CUtlMemory<float,int>>::Push
              ((CUtlStack<float,CUtlMemory<float,int>> *)(this + 0x38),&local_28);
    return uVar9;
  }
  return 0;
}

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)