L L4D2node

PhysForceEntityToSleep

0x0077ac20 · 47 bytes · __cdecl

_Z22PhysForceEntityToSleepP11CBaseEntityP14IPhysicsObject

Decompiled

undefined (2 params)

/* PhysForceEntityToSleep(CBaseEntity*, IPhysicsObject*) */

void PhysForceEntityToSleep(CBaseEntity *param_1,IPhysicsObject *param_2)

{
  char cVar1;
  IPhysicsObject *extraout_EDX;
  
  if (param_2 != (IPhysicsObject *)0x0) {
    cVar1 = (**(code **)(*(int *)param_2 + 0x2c))(param_2);
    if (cVar1 != '\0') {
      PhysForceEntityToSleep(param_1,extraout_EDX);
      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)