L L4D2node

RR::CApplyContextOperator::FindOperator

0x005d0ee0 · 92 bytes · __cdecl

_ZN2RR21CApplyContextOperator12FindOperatorEPKc

Decompiled

undefined (1 param)

/* RR::CApplyContextOperator::FindOperator(char const*) */

undefined8 * RR::CApplyContextOperator::FindOperator(char *param_1)

{
  char cVar1;
  undefined8 *puVar2;
  
  if (param_1 == (char *)0x0) {
    return &sm_OpCopy;
  }
  cVar1 = *param_1;
  puVar2 = &sm_OpCopy;
  if (cVar1 != '\0') {
    if (cVar1 == '+') {
      if (param_1[1] == '+') {
        if (param_1[2] != '\0') {
          puVar2 = &sm_OpIncrement;
        }
        return puVar2;
      }
    }
    else if (cVar1 == '-') {
      if (param_1[1] == '-') {
        if (param_1[2] != '\0') {
          puVar2 = &sm_OpDecrement;
        }
        return puVar2;
      }
    }
    else if (cVar1 == '!') {
      puVar2 = &sm_OpToggle;
    }
  }
  return puVar2;
}

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)