L L4D2node

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 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)