L L4D2node

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 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)