L L4D2node

CExpressionEvaluator::MakeExprNode

0x00052f40 · 326 bytes · __thiscall

_ZN20CExpressionEvaluator12MakeExprNodeERP8ExprNodec4KindS1_S1_

Decompiled

undefined (6 params)

/* CExpressionEvaluator::MakeExprNode(ExprNode*&, char, Kind, ExprNode*, ExprNode*) */

undefined4 __thiscall
CExpressionEvaluator::MakeExprNode
          (CExpressionEvaluator *this,int *param_1,undefined1 param_2,int param_4,undefined4 param_5
          ,undefined4 param_6)

{
  code *pcVar1;
  int iVar2;
  undefined1 uVar3;
  undefined4 *puVar4;
  long lVar5;
  int in_GS_OFFSET;
  undefined4 local_134;
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  puVar4 = operator_new(0x10);
  local_134 = 1;
  *param_1 = (int)puVar4;
  *puVar4 = param_5;
  *(undefined4 *)(*param_1 + 4) = param_6;
  *(int *)(*param_1 + 8) = param_4;
  if (param_4 != 1) {
    if (param_4 == 2) {
      local_134 = 1;
      iVar2 = *param_1;
      if ((int)(char)this[0x10] - 0x30U < 10) {
        lVar5 = strtol((char *)(this + 0x10),(char **)0x0,10);
        *(bool *)(iVar2 + 0xc) = lVar5 != 0;
      }
      else {
        uVar3 = (**(code **)(this + 0x90))(this + 0x10);
        local_134 = 1;
        *(undefined1 *)(iVar2 + 0xc) = uVar3;
      }
    }
    else if (param_4 == 0) {
      *(undefined1 *)(*param_1 + 0xc) = param_2;
    }
    else {
      local_134 = 0;
      pcVar1 = *(code **)(this + 0x94);
      if (pcVar1 != (code *)0x0) {
        CFmtStrN<256>::CFmtStrN(local_12c,"Logic Error in CExpressionEvaluator");
        (*pcVar1)(local_127);
        local_134 = 0;
      }
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return local_134;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)