L L4D2node

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 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)