CBaseEntity::EnterStasis
0x00607580 · 203 bytes · __thiscall
_ZN11CBaseEntity11EnterStasisEv
Decompiled
undefined (1 param)
/* CBaseEntity::EnterStasis() */
void __thiscall CBaseEntity::EnterStasis(CBaseEntity *this)
{
int *piVar1;
if (this[8] == (CBaseEntity)0x0) {
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x400000;
*(uint *)(this + 4) = (uint)(byte)this[0x186];
CheckHasThinkFunction(this,false);
if (*(int *)(this + 0x30) != 0) {
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
SetMoveType(this,0,0);
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x34))(piVar1,0);
(**(code **)(*piVar1 + 0x68))(piVar1);
}
AddEffects(this,0x20);
SetNextThink(this,-1.0,(char *)0x0);
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.