CBaseEntity::LeaveStasis
0x00607990 · 269 bytes · __thiscall
_ZN11CBaseEntity11LeaveStasisEv
Decompiled
undefined (1 param)
/* CBaseEntity::LeaveStasis() */
void __thiscall CBaseEntity::LeaveStasis(CBaseEntity *this)
{
CBaseEdict *this_00;
int *piVar1;
int iVar2;
uint *puVar3;
uint uVar4;
longdouble lVar5;
if (*(int *)(this + 0x30) != 0) {
lVar5 = (longdouble)GetNextThink(this,(char *)0x0);
CheckHasThinkFunction(this,(float)lVar5 != -1.0);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
SetMoveType(this,*(undefined4 *)(this + 4),0);
uVar4 = *(uint *)(this + 0xd4) & 0xffffffdf;
if (*(uint *)(this + 0xd4) == uVar4) {
puVar3 = *(uint **)(this + 0x30);
}
else if (this[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
puVar3 = (uint *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
puVar3 = *(uint **)(this + 0x30);
}
*(uint *)(this + 0xd4) = uVar4;
}
else {
this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
*(uint *)(this + 0xd4) = uVar4;
puVar3 = *(uint **)(this + 0x30);
}
if (puVar3 != (uint *)0x0) {
*puVar3 = *puVar3 | 0x80;
}
DispatchUpdateTransmitState(this);
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x34))(piVar1,1);
/* WARNING: Could not recover jumptable at 0x00607a8d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 100))();
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.