CBaseEntityOutput::RemoveEventAction
0x0063bc70 · 53 bytes · __thiscall
_ZN17CBaseEntityOutput17RemoveEventActionEP12CEventAction
Decompiled
undefined (2 params)
/* CBaseEntityOutput::RemoveEventAction(CEventAction*) */
void __thiscall CBaseEntityOutput::RemoveEventAction(CBaseEntityOutput *this,CEventAction *param_1)
{
CEventAction *pCVar1;
CEventAction *pCVar2;
pCVar1 = *(CEventAction **)(this + 0x14);
if (pCVar1 != (CEventAction *)0x0) {
if (pCVar1 == param_1) {
*(undefined4 *)(this + 0x14) = *(undefined4 *)(pCVar1 + 0x18);
return;
}
while (pCVar2 = pCVar1, pCVar1 = *(CEventAction **)(pCVar2 + 0x18),
pCVar1 != (CEventAction *)0x0) {
if (param_1 == pCVar1) {
*(undefined4 *)(pCVar2 + 0x18) = *(undefined4 *)(param_1 + 0x18);
return;
}
}
}
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.