L L4D2node

PhysForceEntityToSleep

0x007795f0 · 136 bytes · __regparm3

_Z22PhysForceEntityToSleepP11CBaseEntityP14IPhysicsObject.part.35

Decompiled

undefined (2 params)

/* PhysForceEntityToSleep(CBaseEntity*, IPhysicsObject*) [clone .part.35] */

void __regparm3 PhysForceEntityToSleep(CBaseEntity *param_1,IPhysicsObject *param_2)

{
  int *piVar1;
  undefined1 *puVar2;
  int iVar3;
  int iVar4;
  undefined4 local_101c [1027];
  
  puVar2 = &DAT_00d539c2;
  if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
    puVar2 = *(undefined1 **)(param_1 + 0x7c);
  }
  DevMsg(2,"Putting entity to sleep: %s\n",puVar2);
  iVar3 = (**(code **)(*(int *)param_1 + 0x2b8))(param_1,local_101c,0x400);
  if (0 < iVar3) {
    iVar4 = 0;
    do {
      PhysForceClearVelocity((IPhysicsObject *)local_101c[iVar4]);
      piVar1 = (int *)local_101c[iVar4];
      iVar4 = iVar4 + 1;
      (**(code **)(*piVar1 + 0x68))(piVar1);
    } while (iVar4 != iVar3);
  }
  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)