CExpressionCalculator::ParseAnd
0x0026f8a0 · 225 bytes · __thiscall
_ZN21CExpressionCalculator8ParseAndERPKc
Decompiled
undefined (2 params)
/* CExpressionCalculator::ParseAnd(char const*&) */
uint __thiscall CExpressionCalculator::ParseAnd(CExpressionCalculator *this,char **param_1)
{
int iVar1;
float fVar2;
float fVar3;
char *pcVar4;
undefined4 uVar5;
int iVar6;
char cVar7;
byte bVar8;
uint uVar9;
float local_20 [4];
pcVar4 = *param_1;
uVar5 = *(undefined4 *)(this + 0x44);
uVar9 = ParseEquality(this,param_1);
if ((char)uVar9 == '\0') {
*(undefined4 *)(this + 0x44) = uVar5;
*param_1 = pcVar4;
return uVar9;
}
pcVar4 = *param_1;
uVar5 = *(undefined4 *)(this + 0x44);
cVar7 = ParseString(param_1,"&&");
if (cVar7 != '\0') {
bVar8 = ParseAnd(this,param_1);
if (bVar8 != 0) {
iVar6 = *(int *)(this + 0x44);
local_20[0] = 0.0;
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 ((fVar2 != 0.0) && (fVar3 != 0.0)) {
local_20[0] = 1.0;
}
CUtlStack<float,CUtlMemory<float,int>>::Push
((CUtlStack<float,CUtlMemory<float,int>> *)(this + 0x38),local_20);
return (uint)bVar8;
}
}
*(undefined4 *)(this + 0x44) = uVar5;
*param_1 = pcVar4;
return uVar9;
}
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.