L L4D2node

CInfoDirector::OnUserDefinedScriptEvent

0x008718a0 · 42 bytes · __thiscall

_ZN13CInfoDirector24OnUserDefinedScriptEventEi.part.150

Decompiled

undefined (2 params)

/* CInfoDirector::OnUserDefinedScriptEvent(int) [clone .part.150] */

void __thiscall CInfoDirector::OnUserDefinedScriptEvent(CInfoDirector *this,int param_1)

{
  CBaseEntity *in_EAX;
  int in_EDX;
  
  COutputEvent::FireOutput((COutputEvent *)(in_EAX + in_EDX * 0x18 + 0x518),in_EAX,in_EAX,0.0);
  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)