L L4D2node

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 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)