L L4D2node

CScriptEntityOutputs::AddOutput

0x00b592d0 · 273 bytes · __cdecl

_ZN20CScriptEntityOutputs9AddOutputEP9HSCRIPT__PKcS3_S3_S3_fi

Decompiled

undefined (7 params)

/* CScriptEntityOutputs::AddOutput(HSCRIPT__*, char const*, char const*, char const*, char const*,
   float, int) */

void CScriptEntityOutputs::AddOutput
               (HSCRIPT__ *param_1,char *param_2,char *param_3,char *param_4,char *param_5,
               float param_6,int param_7)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *this;
  CBaseEntityOutput *this_00;
  CEventAction *this_01;
  undefined4 in_stack_00000020;
  undefined4 local_20 [4];
  
  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 = (CBaseEntityOutput *)CBaseEntity::FindNamedOutput(this,param_3);
      if (this_00 != (CBaseEntityOutput *)0x0) {
        this_01 = CEventAction::operator_new((CEventAction *)0x1c,(uint)param_3);
                    /* try { // try from 00b59368 to 00b5936c has its CatchHandler @ 00b593e8 */
        CEventAction::CEventAction(this_01,(char *)0x0);
        AllocPooledString((char *)local_20);
        *(undefined4 *)this_01 = local_20[0];
        AllocPooledString((char *)local_20);
        *(undefined4 *)(this_01 + 4) = local_20[0];
        AllocPooledString((char *)local_20);
        *(undefined4 *)(this_01 + 8) = local_20[0];
        *(int *)(this_01 + 0xc) = param_7;
        *(undefined4 *)(this_01 + 0x10) = in_stack_00000020;
        CBaseEntityOutput::AddEventAction(this_00,this_01);
        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)