CExpressionCalculator::Parse2ArgFunc
0x00270160 · 439 bytes · __thiscall
_ZN21CExpressionCalculator13Parse2ArgFuncERPKc
Decompiled
undefined (2 params)
/* CExpressionCalculator::Parse2ArgFunc(char const*&) */
undefined4 __thiscall
CExpressionCalculator::Parse2ArgFunc(CExpressionCalculator *this,char **param_1)
{
int iVar1;
int iVar2;
char cVar3;
undefined4 uVar4;
float *pfVar5;
bool bVar6;
longdouble lVar7;
int local_2c;
float local_28;
float local_24;
float local_20;
char *local_1c;
char *local_18;
char *local_14;
undefined *local_10;
local_1c = "min";
local_18 = "max";
local_14 = "atan2";
local_10 = &DAT_002cd22d;
local_2c = 4;
cVar3 = ParseStringList(param_1,&local_1c,&local_2c);
if (((((cVar3 == '\0') || (cVar3 = ParseString(param_1,"("), cVar3 == '\0')) ||
(*param_1 == (char *)0x0)) ||
((cVar3 = ParseConditional(this,param_1), cVar3 == '\0' ||
(cVar3 = ParseString(param_1,","), cVar3 == '\0')))) ||
((*param_1 == (char *)0x0 ||
((cVar3 = ParseConditional(this,param_1), cVar3 == '\0' ||
(uVar4 = ParseString(param_1,")"), (char)uVar4 == '\0')))))) {
return 0;
}
iVar2 = *(int *)(this + 0x44);
iVar1 = iVar2 + -1;
local_28 = *(float *)(*(int *)(this + 0x38) + iVar1 * 4);
*(int *)(this + 0x44) = iVar1;
local_24 = *(float *)(*(int *)(this + 0x38) + -4 + iVar1 * 4);
*(int *)(this + 0x44) = iVar2 + -2;
if (local_2c == 1) {
bVar6 = local_24 < local_28;
}
else {
if (1 < local_2c) {
if (local_2c == 2) {
lVar7 = (longdouble)__atan2_finite((double)local_24,(double)local_28);
local_20 = (float)lVar7;
pfVar5 = &local_20;
}
else {
if (local_2c != 3) {
return uVar4;
}
lVar7 = (longdouble)__pow_finite((double)local_24,(double)local_28);
local_20 = (float)lVar7;
pfVar5 = &local_20;
}
goto LAB_002702aa;
}
if (local_2c != 0) {
return uVar4;
}
bVar6 = local_28 < local_24;
}
pfVar5 = &local_28;
if (!bVar6 && local_28 != local_24) {
pfVar5 = &local_24;
}
LAB_002702aa:
CUtlStack<float,CUtlMemory<float,int>>::Push
((CUtlStack<float,CUtlMemory<float,int>> *)(this + 0x38),pfVar5);
return uVar4;
}
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.