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 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.