CScriptEntityOutputs::HasAction
0x00b581b0 · 102 bytes · __thiscall
_ZN20CScriptEntityOutputs9HasActionEP9HSCRIPT__PKc
Decompiled
undefined (3 params)
/* CScriptEntityOutputs::HasAction(HSCRIPT__*, char const*) */
undefined4 __thiscall
CScriptEntityOutputs::HasAction(CScriptEntityOutputs *this,HSCRIPT__ *param_1,char *param_2)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
CBaseEntity *this_00;
int iVar3;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
this_00 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (this_00 != (CBaseEntity *)0x0) {
iVar3 = CBaseEntity::FindNamedOutput(this_00,param_2);
if (iVar3 != 0) {
return CONCAT31((int3)((uint)*(int *)(iVar3 + 0x14) >> 8),*(int *)(iVar3 + 0x14) != 0);
}
}
}
return 0;
}
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.