L L4D2node

CBaseEntityOutput::ScriptRemoveEventAction

0x0063baf0 · 224 bytes · __cdecl

_ZN17CBaseEntityOutput23ScriptRemoveEventActionEP12CEventActionPKcS3_S3_

Decompiled

undefined (4 params)

/* CBaseEntityOutput::ScriptRemoveEventAction(CEventAction*, char const*, char const*, char const*)
    */

void CBaseEntityOutput::ScriptRemoveEventAction
               (CEventAction *param_1,char *param_2,char *param_3,char *param_4)

{
  int *piVar1;
  int *piVar2;
  int iVar3;
  int *piVar4;
  int local_20 [4];
  
  piVar1 = *(int **)(param_1 + 0x14);
  iVar3 = _V_strcmp(param_4,"");
  piVar4 = (int *)0x0;
  do {
    while( true ) {
      piVar2 = piVar1;
      if (piVar2 == (int *)0x0) {
        return;
      }
      if (iVar3 != 0) break;
      AllocPooledString((char *)local_20);
      if (*piVar2 != local_20[0]) goto LAB_0063bb44;
LAB_0063bba0:
      if (piVar4 == (int *)0x0) {
        *(int *)(param_1 + 0x14) = piVar2[6];
      }
      else {
        piVar4[6] = piVar2[6];
      }
      piVar1 = (int *)piVar2[6];
      CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityListPool,piVar2);
    }
                    /* try { // try from 0063bb58 to 0063bb5c has its CatchHandler @ 0063bbe5 */
    AllocPooledString((char *)local_20);
                    /* try { // try from 0063bb71 to 0063bb75 has its CatchHandler @ 0063bbe3 */
                    /* try { // try from 0063bb8b to 0063bb8f has its CatchHandler @ 0063bbdb */
    if (((*piVar2 == local_20[0]) && (AllocPooledString((char *)local_20), piVar2[1] == local_20[0])
        ) && (AllocPooledString((char *)local_20), piVar2[2] == local_20[0])) goto LAB_0063bba0;
LAB_0063bb44:
    piVar1 = (int *)piVar2[6];
    piVar4 = piVar2;
  } while( true );
}

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)