CBaseEntity::DisconnectOutputFromScript
0x006052c0 · 259 bytes · __thiscall
_ZN11CBaseEntity26DisconnectOutputFromScriptEPKcS1_
Decompiled
undefined (3 params)
/* CBaseEntity::DisconnectOutputFromScript(char const*, char const*) */
void __thiscall
CBaseEntity::DisconnectOutputFromScript(CBaseEntity *this,char *param_1,char *param_2)
{
CBaseEntityOutput *this_00;
int iVar1;
char *pcVar2;
CEventAction *this_01;
int local_20 [4];
this_00 = (CBaseEntityOutput *)FindNamedOutput(this,param_1);
if (this_00 == (CBaseEntityOutput *)0x0) {
DevMsg();
return;
}
AllocPooledString((char *)local_20);
this_01 = *(CEventAction **)(this_00 + 0x14);
if (this_01 != (CEventAction *)0x0) {
do {
if (((local_20[0] == *(int *)this_01) && (*(float *)(this_01 + 0xc) == 0.0)) &&
(*(int *)(this_01 + 0x10) == -1)) {
pcVar2 = *(char **)(this_01 + 4);
if (*(char **)(this_01 + 4) == (char *)0x0) {
pcVar2 = "";
}
iVar1 = _V_strcmp(pcVar2,"CallScriptFunction");
if (iVar1 == 0) {
pcVar2 = *(char **)(this_01 + 8);
if (*(char **)(this_01 + 8) == (char *)0x0) {
pcVar2 = "";
}
iVar1 = _V_strcmp(pcVar2,param_2);
if (iVar1 == 0) {
CBaseEntityOutput::RemoveEventAction(this_00,this_01);
CEventAction::operator_delete(this_01,param_1);
return;
}
}
}
this_01 = *(CEventAction **)(this_01 + 0x18);
} while (this_01 != (CEventAction *)0x0);
}
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.