CBaseEntityOutput::GetActionForTarget
0x0063bfa0 · 35 bytes · __thiscall
_ZNK17CBaseEntityOutput18GetActionForTargetE8string_t
Decompiled
undefined (2 params)
/* CBaseEntityOutput::GetActionForTarget(string_t) const */
int * __thiscall CBaseEntityOutput::GetActionForTarget(CBaseEntityOutput *this,int param_2)
{
int *piVar1;
piVar1 = *(int **)(this + 0x14);
if (piVar1 == (int *)0x0) {
return (int *)0x0;
}
do {
if (param_2 == *piVar1) {
return piVar1;
}
piVar1 = (int *)piVar1[6];
} while (piVar1 != (int *)0x0);
return (int *)0x0;
}
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.