L L4D2node

CBaseEntityOutput::ParseEventAction

0x0063bbf0 · 64 bytes · __thiscall

_ZN17CBaseEntityOutput16ParseEventActionEPKc

Decompiled

undefined (2 params)

/* CBaseEntityOutput::ParseEventAction(char const*) */

void __thiscall CBaseEntityOutput::ParseEventAction(CBaseEntityOutput *this,char *param_1)

{
  CEventAction *this_00;
  
  this_00 = (CEventAction *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntityListPool,0x1c);
                    /* try { // try from 0063bc1b to 0063bc1f has its CatchHandler @ 0063bc30 */
  CEventAction::CEventAction(this_00,param_1);
  *(undefined4 *)(this_00 + 0x18) = *(undefined4 *)(this + 0x14);
  *(CEventAction **)(this + 0x14) = this_00;
  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)