L L4D2node

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 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)