L L4D2node

CVoxelHash::EnumerateElementsAlongRay

0x001e0ee0 · 66 bytes · __thiscall

_ZN10CVoxelHash25EnumerateElementsAlongRayEiRK5Ray_tRK6VectorS5_P20IPartitionEnumerator

Decompiled

undefined (6 params)

/* CVoxelHash::EnumerateElementsAlongRay(int, Ray_t const&, Vector const&, Vector const&,
   IPartitionEnumerator*) */

void __thiscall
CVoxelHash::EnumerateElementsAlongRay
          (CVoxelHash *this,int param_1,Ray_t *param_2,Vector *param_3,Vector *param_4,
          IPartitionEnumerator *param_5)

{
  if (param_2[0x44] == (Ray_t)0x0) {
    EnumerateElementsAlongRay_ExtrudedRay(this,param_1,param_2,param_3,param_4,param_5);
    return;
  }
  EnumerateElementsAlongRay_Ray(this,param_1,param_2,param_3,param_4,param_5);
  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)