CExpressionEvaluator::MakeExprNode
0x00b84d70 · 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 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.