CExpressionCalculator::BuildVariableListFromExpression
0x0026fdc0 · 90 bytes · __thiscall
_ZN21CExpressionCalculator31BuildVariableListFromExpressionEv
Decompiled
undefined (1 param)
/* CExpressionCalculator::BuildVariableListFromExpression() */
undefined4 __thiscall
CExpressionCalculator::BuildVariableListFromExpression(CExpressionCalculator *this)
{
undefined4 uVar1;
char *local_10 [2];
this[0x4c] = (CExpressionCalculator)0x1;
*(undefined4 *)(this + 0x44) = 0;
local_10[0] = (char *)CUtlString::Get((CUtlString *)this);
if ((local_10[0] == (char *)0x0) || (uVar1 = ParseConditional(this,local_10), (char)uVar1 == '\0')
) {
this[0x4c] = (CExpressionCalculator)0x0;
}
else {
this[0x4c] = (CExpressionCalculator)0x0;
if (*(int *)(this + 0x44) == 1) {
return uVar1;
}
}
CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::RemoveAll
((CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *)(this + 0x10));
return 0;
}
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.