CExpressionCalculator::ParseConditional
0x0026fa80 · 276 bytes · __thiscall
_ZN21CExpressionCalculator16ParseConditionalERPKc
Decompiled
undefined (2 params)
/* CExpressionCalculator::ParseConditional(char const*&) */
undefined4 __thiscall
CExpressionCalculator::ParseConditional(CExpressionCalculator *this,char **param_1)
{
int iVar1;
float fVar2;
char *pcVar3;
undefined4 uVar4;
int iVar5;
int iVar6;
char cVar7;
undefined4 uVar8;
undefined4 uVar9;
float *pfVar10;
float local_24;
float local_20 [4];
pcVar3 = *param_1;
uVar4 = *(undefined4 *)(this + 0x44);
uVar8 = ParseOr(this,param_1);
if ((char)uVar8 == '\0') {
*(undefined4 *)(this + 0x44) = uVar4;
*param_1 = pcVar3;
return uVar8;
}
pcVar3 = *param_1;
uVar4 = *(undefined4 *)(this + 0x44);
cVar7 = ParseString(param_1,"?");
if ((((cVar7 != '\0') && (cVar7 = ParseExpr(this,param_1), cVar7 != '\0')) &&
(cVar7 = ParseString(param_1,":"), cVar7 != '\0')) &&
(uVar9 = ParseExpr(this,param_1), (char)uVar9 != '\0')) {
iVar5 = *(int *)(this + 0x44);
iVar6 = *(int *)(this + 0x38);
iVar1 = iVar5 + -1;
local_24 = *(float *)(iVar6 + iVar1 * 4);
*(int *)(this + 0x44) = iVar1;
local_20[0] = *(float *)(iVar6 + -4 + iVar1 * 4);
*(int *)(this + 0x44) = iVar5 + -2;
fVar2 = *(float *)(iVar6 + -8 + iVar1 * 4);
*(int *)(this + 0x44) = iVar5 + -3;
pfVar10 = &local_24;
if (fVar2 != 0.0) {
pfVar10 = local_20;
}
CUtlStack<float,CUtlMemory<float,int>>::Push
((CUtlStack<float,CUtlMemory<float,int>> *)(this + 0x38),pfVar10);
return uVar9;
}
*(undefined4 *)(this + 0x44) = uVar4;
*param_1 = pcVar3;
return uVar8;
}
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.