CScriptEntityOutputs::GetNumElements
0x00b58550 · 107 bytes · __thiscall
_ZN20CScriptEntityOutputs14GetNumElementsEP9HSCRIPT__PKc
Decompiled
undefined (3 params)
/* CScriptEntityOutputs::GetNumElements(HSCRIPT__*, char const*) */
undefined4 __thiscall
CScriptEntityOutputs::GetNumElements(CScriptEntityOutputs *this,HSCRIPT__ *param_1,char *param_2)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
CBaseEntity *this_00;
CBaseEntityOutput *this_01;
undefined4 uVar3;
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) {
this_01 = (CBaseEntityOutput *)CBaseEntity::FindNamedOutput(this_00,param_2);
if (this_01 != (CBaseEntityOutput *)0x0) {
uVar3 = CBaseEntityOutput::NumberOfElements(this_01);
return uVar3;
}
}
}
return 0xffffffff;
}
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.