L L4D2node

CExpressionCalculator::ParseExpr

0x0026fba0 · 22 bytes · __thiscall

_ZN21CExpressionCalculator9ParseExprERPKc

Decompiled

undefined (2 params)

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

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

{
  undefined4 uVar1;
  
  if (*param_1 != (char *)0x0) {
    uVar1 = ParseConditional(this,param_1);
    return uVar1;
  }
  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)