CBaseEntity::ConnectOutputToScript
0x00605150 · 333 bytes · __thiscall
_ZN11CBaseEntity21ConnectOutputToScriptEPKcS1_
Decompiled
undefined (3 params)
/* CBaseEntity::ConnectOutputToScript(char const*, char const*) */
void __thiscall CBaseEntity::ConnectOutputToScript(CBaseEntity *this,char *param_1,char *param_2)
{
int iVar1;
CBaseEntityOutput *this_00;
int iVar2;
char *pcVar3;
CEventAction *this_01;
int *piVar4;
char *pcVar5;
int local_20 [4];
this_00 = (CBaseEntityOutput *)FindNamedOutput(this,param_1);
if (this_00 == (CBaseEntityOutput *)0x0) {
DevMsg();
return;
}
pcVar5 = "!self";
AllocPooledString((char *)local_20);
iVar1 = local_20[0];
piVar4 = *(int **)(this_00 + 0x14);
if (piVar4 != (int *)0x0) {
do {
if (((iVar1 == *piVar4) && ((float)piVar4[3] == 0.0)) && (piVar4[4] == -1)) {
pcVar5 = "CallScriptFunction";
pcVar3 = (char *)piVar4[1];
if ((char *)piVar4[1] == (char *)0x0) {
pcVar3 = "";
}
iVar2 = _V_strcmp(pcVar3,"CallScriptFunction");
if (iVar2 == 0) {
pcVar3 = (char *)piVar4[2];
if ((char *)piVar4[2] == (char *)0x0) {
pcVar3 = "";
}
pcVar5 = param_2;
iVar2 = _V_strcmp(pcVar3,param_2);
if (iVar2 == 0) {
return;
}
}
}
piVar4 = (int *)piVar4[6];
} while (piVar4 != (int *)0x0);
}
this_01 = CEventAction::operator_new((CEventAction *)0x1c,(uint)pcVar5);
/* try { // try from 00605239 to 0060523d has its CatchHandler @ 006052ad */
CEventAction::CEventAction(this_01,(char *)0x0);
*(int *)this_01 = iVar1;
AllocPooledString((char *)local_20);
*(int *)(this_01 + 4) = local_20[0];
AllocPooledString((char *)local_20);
*(int *)(this_01 + 8) = local_20[0];
CBaseEntityOutput::AddEventAction(this_00,this_01);
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.