CBaseEntity::FireNamedOutput
0x006050e0 · 111 bytes · __thiscall
_ZN11CBaseEntity15FireNamedOutputEPKc9variant_tPS_S3_f
Decompiled
undefined (6 params)
/* CBaseEntity::FireNamedOutput(char const*, variant_t, CBaseEntity*, CBaseEntity*, float) */
void __thiscall
CBaseEntity::FireNamedOutput
(CBaseEntity *this,char *param_1,undefined4 *param_3,undefined4 param_4,undefined4 param_5
,undefined4 param_6)
{
CBaseEntityOutput *pCVar1;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if (param_1 != (char *)0x0) {
pCVar1 = (CBaseEntityOutput *)FindNamedOutput(this,param_1);
if (pCVar1 != (CBaseEntityOutput *)0x0) {
local_20 = *param_3;
local_1c = param_3[1];
local_18 = param_3[2];
local_14 = param_3[3];
local_10 = param_3[4];
CBaseEntityOutput::FireOutput(pCVar1,&local_20,param_4,param_5,param_6);
}
}
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.