L L4D2node

CBaseEntity::WakeRestingObjects

0x00477df0 · 9 bytes · __cdecl

_ZN11CBaseEntity18WakeRestingObjectsEv

Decompiled

undefined (0 params)

/* CBaseEntity::WakeRestingObjects() */

void CBaseEntity::WakeRestingObjects(void)

{
  CBaseEntity *in_stack_00000004;
  CBaseEntity *in_stack_00000008;
  
  PhysicsRemoveGroundList(in_stack_00000004,in_stack_00000008);
  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)