CBaseEntity::MakeDormant
0x006074c0 · 181 bytes · __thiscall
_ZN11CBaseEntity11MakeDormantEv
Decompiled
undefined (1 param)
/* CBaseEntity::MakeDormant() */
void __thiscall CBaseEntity::MakeDormant(CBaseEntity *this)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined1 local_14 [12];
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 2;
uVar3 = 0;
uVar2 = 0;
uVar1 = 0;
ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
if (*(int *)(this + 0x30) != 0) {
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 2;
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
SetMoveType(this,0,0,uVar1,uVar2,uVar3);
AddEffects(this,0x20);
SetNextThink(this,-1.0,(char *)0x0);
}
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.