L L4D2node

CParticleSystemQuery::TraceLine

0x00471930 · 19 bytes · __cdecl

_ZN20CParticleSystemQuery9TraceLineERK6VectorS2_jPK13IHandleEntityiP10CBaseTrace

Decompiled

undefined (6 params)

/* CParticleSystemQuery::TraceLine(Vector const&, Vector const&, unsigned int, IHandleEntity const*,
   int, CBaseTrace*) */

void CParticleSystemQuery::TraceLine
               (Vector *param_1,Vector *param_2,uint param_3,IHandleEntity *param_4,int param_5,
               CBaseTrace *param_6)

{
  int in_stack_0000001c;
  
  *(undefined1 *)(in_stack_0000001c + 0x37) = 0;
  *(undefined4 *)(in_stack_0000001c + 0x2c) = 0x3f800000;
  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)