L L4D2node

CScriptEntityOutputs::RemoveOutput

0x00b58d60 · 185 bytes · __cdecl

_ZN20CScriptEntityOutputs12RemoveOutputEP9HSCRIPT__PKcS3_S3_S3_

Decompiled

undefined (5 params)

/* CScriptEntityOutputs::RemoveOutput(HSCRIPT__*, char const*, char const*, char const*, char
   const*) */

void CScriptEntityOutputs::RemoveOutput
               (HSCRIPT__ *param_1,char *param_2,char *param_3,char *param_4,char *param_5)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *this;
  CEventAction *this_00;
  int iVar3;
  
  if (param_2 != (char *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    this = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_2,pSVar2);
    if (this != (CBaseEntity *)0x0) {
      this_00 = (CEventAction *)CBaseEntity::FindNamedOutput(this,param_3);
      if (this_00 != (CEventAction *)0x0) {
        iVar3 = _V_strcmp(param_4,"");
        if (iVar3 != 0) {
          CBaseEntityOutput::ScriptRemoveEventAction
                    (this_00,*(char **)(this_00 + 0x14),param_4,param_5);
          return;
        }
        CBaseEntityOutput::DeleteAllElements((CBaseEntityOutput *)this_00);
        return;
      }
    }
  }
  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)