EntityOutputEvent
Payload for an entity output fire (CEntityIOOutput::FireOutputInternal), passed to handlers registered via EntityIO.HookOutput or [EntityOutputHook].
public sealed class EntityOutputEvent
Namespace: DeadworksManaged.Api
Source: Events/EntityOutputEvent.cs#L4
Properties
EntityOutputEvent.CallerClass
Designer name of the entity firing the output (e.g. "trigger_multiple").
Signature
public required string CallerClass { get; init; }
Source: Events/EntityOutputEvent.cs#L6
EntityOutputEvent.OutputName
The name of the output being fired (e.g. "OnStartTouch").
Signature
public required string OutputName { get; init; }
Source: Events/EntityOutputEvent.cs#L9
EntityOutputEvent.Activator
The entity that triggered this output (typically a player pawn).
Signature
public CBaseEntity? Activator { get; init; }
Source: Events/EntityOutputEvent.cs#L12
EntityOutputEvent.Caller
The entity that fired the output. Usually equivalent to looking up an entity with CallerClass.
Signature
public CBaseEntity? Caller { get; init; }
Source: Events/EntityOutputEvent.cs#L15
EntityOutputEvent.Value
The typed variant value carried by the output. Pointer is only valid for the duration of the callback. Void when the engine fires the output without a variant (typed outputs pass their value in a separate parameter object).
Signature
public required EntityIOValue Value { get; init; }
Source: Events/EntityOutputEvent.cs#L19
EntityOutputEvent.Delay
Delay (seconds) before the output's connected inputs will fire. Read-only.
Signature
public required float Delay { get; init; }
Source: Events/EntityOutputEvent.cs#L22