L L4D2node

CExpressionEvaluator::MakeExpression

0x00b85100 · 223 bytes · __thiscall

_ZN20CExpressionEvaluator14MakeExpressionERP8ExprNode

Decompiled

undefined (2 params)

/* CExpressionEvaluator::MakeExpression(ExprNode*&) */

char __thiscall CExpressionEvaluator::MakeExpression(CExpressionEvaluator *this,ExprNode **param_1)

{
  int iVar1;
  CExpressionEvaluator *pCVar2;
  char cVar3;
  CExpressionEvaluator *pCVar4;
  int iVar5;
  char local_2d;
  bool local_1d [13];
  
  local_2d = MakeTerm(this,param_1);
  if (local_2d != '\0') {
    do {
      cVar3 = IsConditional(this,local_1d,(char)this[4]);
      if (cVar3 == '\0') break;
      if (local_1d[0] == false) {
        return local_2d;
      }
      cVar3 = MakeExprNode(this,param_1,(int)(char)this[4],0,*param_1,0);
      if (cVar3 == '\0') break;
      iVar1 = *(int *)(this + 8);
      iVar5 = *(int *)(this + 0xc);
      pCVar4 = (CExpressionEvaluator *)(iVar1 + iVar5);
      if (*pCVar4 == (CExpressionEvaluator)0x20) {
        pCVar2 = (CExpressionEvaluator *)(iVar1 + 1 + iVar5);
        do {
          pCVar4 = pCVar2;
          iVar5 = (int)pCVar4 - iVar1;
          *(int *)(this + 0xc) = iVar5;
          pCVar2 = pCVar4 + 1;
        } while (*pCVar4 == (CExpressionEvaluator)0x20);
      }
      *(int *)(this + 0xc) = iVar5 + 1;
      this[4] = *pCVar4;
      cVar3 = MakeTerm(this,(ExprNode **)(*param_1 + 4));
    } while (cVar3 != '\0');
    local_2d = '\0';
  }
  return local_2d;
}

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)