physics_highlight_active
0x0077a820 · 16 bytes · __cdecl
_ZL24physics_highlight_activeRK8CCommand
Decompiled
undefined (1 param)
/* physics_highlight_active(CCommand const&) */
void physics_highlight_active(CCommand *param_1)
{
IterateActivePhysicsEntities(CallbackHighlight);
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.