CExpressionEvaluator::IsConditional
0x00b84ca0 · 200 bytes · __thiscall
_ZN20CExpressionEvaluator13IsConditionalERbc
Decompiled
undefined (3 params)
/* CExpressionEvaluator::IsConditional(bool&, char) */
bool __thiscall
CExpressionEvaluator::IsConditional(CExpressionEvaluator *this,bool *param_1,char param_2)
{
byte bVar1;
int iVar2;
code *pcVar3;
bool bVar4;
int in_GS_OFFSET;
CFmtStrN<256> local_12c [5];
undefined1 local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
bVar4 = param_2 == '|' || param_2 == '&';
if (param_2 == '|' || param_2 == '&') {
iVar2 = *(int *)(this + 0xc);
*(int *)(this + 0xc) = iVar2 + 1;
bVar1 = *(byte *)(*(int *)(this + 8) + iVar2);
if ((bVar1 & param_2) == param_2) {
*param_1 = true;
}
else {
pcVar3 = *(code **)(this + 0x94);
if (pcVar3 != (code *)0x0) {
CFmtStrN<256>::CFmtStrN
(local_12c,"Bad expression operator: \'%c%c\', expected C style operator",
(int)param_2,(int)(char)bVar1);
(*pcVar3)(local_127);
bVar4 = false;
}
}
}
else {
*param_1 = false;
bVar4 = true;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return bVar4;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.