Skip to main content

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