L L4D2node

CTriggerMultiple::TransferOutputEvents

0x00b17b00 · 256 bytes · __thiscall

_ZN16CTriggerMultiple20TransferOutputEventsEPKcS1_

Decompiled

undefined (3 params)

/* CTriggerMultiple::TransferOutputEvents(char const*, char const*) */

void __thiscall
CTriggerMultiple::TransferOutputEvents(CTriggerMultiple *this,char *param_1,char *param_2)

{
  int *piVar1;
  int iVar2;
  int *piVar3;
  CEventAction *pCVar4;
  int iVar5;
  CTriggerMultiple *local_24;
  CTriggerMultiple *local_20;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0x30))(this);
  if (piVar1 != (int *)0x0) {
    local_20 = (CTriggerMultiple *)0x0;
    local_24 = (CTriggerMultiple *)0x0;
    do {
      if (0 < piVar1[1]) {
        iVar5 = 0;
LAB_00b17b48:
        do {
          piVar3 = (int *)(iVar5 * 0x40 + *piVar1);
          if ((*piVar3 == 0xb) && ((*(byte *)((int)piVar3 + 0xe) & 0x10) != 0)) {
            iVar2 = _V_stricmp((char *)piVar3[4],param_1);
            if (iVar2 == 0) {
              iVar5 = iVar5 + 1;
              local_24 = this + piVar3[2];
              if (piVar1[1] <= iVar5) break;
              goto LAB_00b17b48;
            }
            iVar2 = _V_stricmp((char *)piVar3[4],param_2);
            if (iVar2 == 0) {
              local_20 = this + piVar3[2];
            }
          }
          iVar5 = iVar5 + 1;
        } while (iVar5 < piVar1[1]);
      }
      if ((local_20 != (CTriggerMultiple *)0x0) && (local_24 != (CTriggerMultiple *)0x0)) {
        pCVar4 = *(CEventAction **)(local_24 + 0x14);
        if (pCVar4 == (CEventAction *)0x0) {
          return;
        }
        do {
          CBaseEntityOutput::RemoveEventAction((CBaseEntityOutput *)local_24,pCVar4);
          CBaseEntityOutput::AddEventAction((CBaseEntityOutput *)local_20,pCVar4);
          pCVar4 = *(CEventAction **)(local_24 + 0x14);
        } while (pCVar4 != (CEventAction *)0x0);
        return;
      }
      piVar1 = (int *)piVar1[3];
    } while (piVar1 != (int *)0x0);
  }
  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)