L L4D2node

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 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)