L L4D2node

CExpressionCalculator::Parse3ArgFunc

0x00270320 · 713 bytes · __thiscall

_ZN21CExpressionCalculator13Parse3ArgFuncERPKc

Decompiled

undefined (2 params)

/* CExpressionCalculator::Parse3ArgFunc(char const*&) */

undefined4 __thiscall
CExpressionCalculator::Parse3ArgFunc(CExpressionCalculator *this,char **param_1)

{
  int iVar1;
  float fVar2;
  int iVar3;
  int iVar4;
  char cVar5;
  float *pfVar6;
  undefined4 uVar7;
  longdouble lVar8;
  float fVar9;
  float fVar10;
  int local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  char *local_3c;
  char *local_38;
  char *local_34;
  char *local_30;
  char *local_2c;
  char *local_28;
  char *local_24;
  char *local_20;
  
  local_3c = "inrange";
  local_38 = "clamp";
  local_34 = "ramp";
  local_30 = "lerp";
  local_2c = "cramp";
  local_28 = "clerp";
  local_24 = "elerp";
  local_20 = "noise";
  local_5c = 8;
  cVar5 = ParseStringList(param_1,&local_3c,&local_5c);
  if ((((((cVar5 != '\0') && (cVar5 = ParseString(param_1,"("), cVar5 != '\0')) &&
        (*param_1 != (char *)0x0)) &&
       ((cVar5 = ParseConditional(this,param_1), cVar5 != '\0' &&
        (cVar5 = ParseString(param_1,","), cVar5 != '\0')))) &&
      ((*param_1 != (char *)0x0 &&
       ((cVar5 = ParseConditional(this,param_1), cVar5 != '\0' &&
        (cVar5 = ParseString(param_1,","), cVar5 != '\0')))))) &&
     ((*param_1 != (char *)0x0 &&
      ((cVar5 = ParseConditional(this,param_1), cVar5 != '\0' &&
       (uVar7 = ParseString(param_1,")"), (char)uVar7 != '\0')))))) {
    iVar3 = *(int *)(this + 0x44);
    iVar4 = *(int *)(this + 0x38);
    iVar1 = iVar3 + -1;
    fVar2 = *(float *)(iVar4 + iVar1 * 4);
    *(int *)(this + 0x44) = iVar1;
    fVar9 = *(float *)(iVar4 + -4 + iVar1 * 4);
    *(int *)(this + 0x44) = iVar3 + -2;
    local_50 = *(float *)(iVar4 + -8 + iVar1 * 4);
    *(int *)(this + 0x44) = iVar3 + -3;
    local_58 = fVar2;
    local_54 = fVar9;
    switch(local_5c) {
    case 0:
      if ((fVar2 < local_50) || (local_50 < fVar9)) {
        local_48 = 0.0;
      }
      else {
        local_48 = 1.0;
      }
      pfVar6 = &local_48;
      break;
    case 1:
      pfVar6 = &local_58;
      if (local_50 <= fVar2) {
        pfVar6 = &local_50;
        if (local_50 < fVar9) {
          pfVar6 = &local_54;
        }
      }
      break;
    case 2:
      local_48 = (local_50 - fVar9) / (fVar2 - fVar9);
      pfVar6 = &local_48;
      break;
    case 3:
      local_48 = (fVar2 - fVar9) * local_50 + fVar9;
      pfVar6 = &local_48;
      break;
    case 4:
      local_48 = (local_50 - fVar9) / (fVar2 - fVar9);
      if (local_48 <= 0.0) {
        local_48 = 0.0;
      }
      pfVar6 = &local_48;
      if (1.0 <= local_48) {
        local_48 = 1.0;
      }
      break;
    case 5:
      fVar10 = (fVar2 - fVar9) * local_50 + fVar9;
      if (fVar9 <= fVar10) {
        fVar9 = fVar10;
      }
      local_48 = (float)(~-(uint)(fVar10 <= fVar2) & (uint)fVar2 |
                        (uint)fVar9 & -(uint)(fVar10 <= fVar2));
      pfVar6 = &local_48;
      break;
    case 6:
      lVar8 = (longdouble)smoothstep(local_50);
      local_48 = (float)lVar8 * (fVar2 - fVar9) + fVar9;
      pfVar6 = &local_48;
      break;
    case 7:
      local_48 = local_50;
      local_44 = fVar9;
      local_40 = fVar2;
      lVar8 = (longdouble)ImprovedPerlinNoise((Vector *)&local_48);
      local_4c = (float)lVar8;
      pfVar6 = &local_4c;
      break;
    default:
      goto switchD_0027049a_default;
    }
    CUtlStack<float,CUtlMemory<float,int>>::Push
              ((CUtlStack<float,CUtlMemory<float,int>> *)(this + 0x38),pfVar6);
    return uVar7;
  }
  uVar7 = 0;
switchD_0027049a_default:
  return uVar7;
}

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)