L L4D2node

COutputEvent::FireOutput

0x0063dd30 · 129 bytes · __thiscall

_ZN12COutputEvent10FireOutputEP11CBaseEntityS1_f

Decompiled

undefined (4 params)

/* COutputEvent::FireOutput(CBaseEntity*, CBaseEntity*, float) */

void __thiscall
COutputEvent::FireOutput(COutputEvent *this,CBaseEntity *param_1,CBaseEntity *param_2,float param_3)

{
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_34 = 0;
  local_28 = 0xffffffff;
  local_24 = 0;
  variant_t::Set((variant_t *)&local_34,0,0);
  local_20 = local_34;
  local_1c = local_30;
  local_18 = local_2c;
  local_14 = local_28;
  local_10 = local_24;
  CBaseEntityOutput::FireOutput((CBaseEntityOutput *)this,&local_20,param_1,param_2,param_3);
  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)