L L4D2node

CExpressionCalculator::Evaluate

0x0026fbc0 · 98 bytes · __thiscall

_ZN21CExpressionCalculator8EvaluateERf

Decompiled

undefined (2 params)

/* CExpressionCalculator::Evaluate(float&) */

undefined4 __thiscall CExpressionCalculator::Evaluate(CExpressionCalculator *this,float *param_1)

{
  undefined4 uVar1;
  char *local_10 [2];
  
  this[0x4c] = (CExpressionCalculator)0x0;
  *(undefined4 *)(this + 0x44) = 0;
  local_10[0] = (char *)CUtlString::Get((CUtlString *)this);
  if (local_10[0] != (char *)0x0) {
    uVar1 = ParseConditional(this,local_10);
    if (((char)uVar1 != '\0') && (*(int *)(this + 0x44) == 1)) {
      *param_1 = **(float **)(this + 0x38);
      return uVar1;
    }
  }
  *param_1 = 0.0;
  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)