CBaseEntity::InputAddOutput
0x00601210 · 207 bytes · __thiscall
_ZN11CBaseEntity14InputAddOutputER11inputdata_t
Decompiled
undefined (2 params)
/* CBaseEntity::InputAddOutput(inputdata_t&) */
void __thiscall CBaseEntity::InputAddOutput(CBaseEntity *this,inputdata_t *param_1)
{
char *pcVar1;
char *pcVar2;
int in_GS_OFFSET;
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(param_1 + 0x18) == 2) {
pcVar1 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar1 = *(char **)(param_1 + 8);
}
}
else {
pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
V_strncpy(local_124,pcVar1,0x104);
pcVar1 = strchr(local_124,0x20);
if (pcVar1 == (char *)0x0) {
Warning(
"AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>\n"
);
}
else {
*pcVar1 = '\0';
while (pcVar2 = strchr(pcVar1 + 1,0x3a), pcVar2 != (char *)0x0) {
*pcVar2 = ',';
}
(**(code **)(*(int *)this + 0x84))(this,local_124,pcVar1 + 1);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.