CParticleSystemQuery::TraceAgainstRayTraceEnv
0x00471a10 · 5 bytes · __cdecl
_ZNK20CParticleSystemQuery23TraceAgainstRayTraceEnvEiRK8FourRaysU8__vectorfS3_P16RayTracingResulti
Decompiled
undefined (6 params)
/* CParticleSystemQuery::TraceAgainstRayTraceEnv(int, FourRays const&, float __vector(4), float
__vector(4), RayTracingResult*, int) const */
void CParticleSystemQuery::TraceAgainstRayTraceEnv
(int param_1,FourRays *param_2,_func_float_int *param_3,_func_float_int *param_4,
RayTracingResult *param_5,int param_6)
{
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.