L L4D2node

CExpressionCalculator::ParseOr

0x0026f990 · 225 bytes · __thiscall

_ZN21CExpressionCalculator7ParseOrERPKc

Decompiled

undefined (2 params)

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

uint __thiscall CExpressionCalculator::ParseOr(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 = ParseAnd(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 = ParseOr(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 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)