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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.