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 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.