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 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.