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 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.