L L4D2node

CBaseEntity::FindNamedOutput

0x00605040 · 135 bytes · __thiscall

_ZN11CBaseEntity15FindNamedOutputEPKc

Decompiled

undefined (2 params)

/* CBaseEntity::FindNamedOutput(char const*) */

CBaseEntity * __thiscall CBaseEntity::FindNamedOutput(CBaseEntity *this,char *param_1)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  int *piVar4;
  int iVar5;
  int iVar6;
  
  if (param_1 != (char *)0x0) {
    for (piVar3 = (int *)(**(code **)(*(int *)this + 0x30))(this); piVar3 != (int *)0x0;
        piVar3 = (int *)piVar3[3]) {
      iVar1 = piVar3[1];
      iVar6 = 0;
      if (0 < iVar1) {
        do {
          piVar4 = (int *)(iVar6 * 0x40 + *piVar3);
          if ((*piVar4 == 0xb) && ((*(byte *)((int)piVar4 + 0xe) & 0x10) != 0)) {
            iVar2 = piVar4[2];
            iVar5 = _V_stricmp((char *)piVar4[4],param_1);
            if (iVar5 == 0) {
              return this + iVar2;
            }
          }
          iVar6 = iVar6 + 1;
        } while (iVar6 != iVar1);
      }
    }
  }
  return (CBaseEntity *)0x0;
}

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)