L L4D2node

CExpressionCalculator::ParseEquality

0x0026f770 · 279 bytes · __thiscall

_ZN21CExpressionCalculator13ParseEqualityERPKc

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  float fVar2;
  float fVar3;
  char *pcVar4;
  undefined4 uVar5;
  int iVar6;
  char cVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  int local_2c;
  float local_28;
  char *local_24;
  undefined *local_20;
  
  pcVar4 = *param_1;
  uVar5 = *(undefined4 *)(this + 0x44);
  uVar8 = ParseLessGreater(this,param_1);
  if ((char)uVar8 == '\0') {
    *(undefined4 *)(this + 0x44) = uVar5;
    *param_1 = pcVar4;
    return uVar8;
  }
  pcVar4 = *param_1;
  uVar5 = *(undefined4 *)(this + 0x44);
  local_24 = "==";
  local_20 = &DAT_002cd1e6;
  local_2c = 2;
  cVar7 = ParseStringList(param_1,&local_24,&local_2c);
  if ((cVar7 == '\0') || (uVar9 = ParseEquality(this,param_1), (char)uVar9 == '\0')) {
    *(undefined4 *)(this + 0x44) = uVar5;
    *param_1 = pcVar4;
    return uVar8;
  }
  iVar6 = *(int *)(this + 0x44);
  iVar1 = iVar6 + -1;
  fVar2 = *(float *)(*(int *)(this + 0x38) + iVar1 * 4);
  *(int *)(this + 0x44) = iVar1;
  fVar3 = *(float *)(*(int *)(this + 0x38) + -4 + iVar1 * 4);
  *(int *)(this + 0x44) = iVar6 + -2;
  if (local_2c == 0) {
    local_28 = 1.0;
    if (fVar3 == fVar2) goto LAB_0026f858;
  }
  else {
    if (local_2c != 1) {
      return uVar9;
    }
    local_28 = 1.0;
    if (fVar3 != fVar2) goto LAB_0026f858;
  }
  local_28 = 0.0;
LAB_0026f858:
  CUtlStack<float,CUtlMemory<float,int>>::Push
            ((CUtlStack<float,CUtlMemory<float,int>> *)(this + 0x38),&local_28);
  return uVar9;
}

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)