L L4D2node

CDefaultParticleSystemQuery::TraceAgainstRayTraceEnv

0x00bd5710 · 66 bytes · __cdecl

_ZNK27CDefaultParticleSystemQuery23TraceAgainstRayTraceEnvEiRK8FourRaysU8__vectorfS3_P16RayTracingResulti

Decompiled

undefined (6 params)

/* CDefaultParticleSystemQuery::TraceAgainstRayTraceEnv(int, FourRays const&, float __vector(4),
   float __vector(4), RayTracingResult*, int) const */

void CDefaultParticleSystemQuery::TraceAgainstRayTraceEnv
               (int param_1,FourRays *param_2,_func_float_int *param_3,_func_float_int *param_4,
               RayTracingResult *param_5,int param_6)

{
  undefined4 uVar1;
  
  uVar1 = vec3_origin;
  *(undefined4 *)param_4 = vec3_origin;
  *(undefined4 *)(param_4 + 4) = uVar1;
  *(undefined4 *)(param_4 + 8) = uVar1;
  *(undefined4 *)(param_4 + 0xc) = uVar1;
  uVar1 = DAT_01053d4c;
  *(undefined4 *)(param_4 + 0x10) = DAT_01053d4c;
  *(undefined4 *)(param_4 + 0x14) = uVar1;
  *(undefined4 *)(param_4 + 0x18) = uVar1;
  *(undefined4 *)(param_4 + 0x1c) = uVar1;
  uVar1 = DAT_01053d50;
  *(undefined4 *)(param_4 + 0x40) = 0x3f800000;
  *(undefined4 *)(param_4 + 0x44) = 0x3f800000;
  *(undefined4 *)(param_4 + 0x48) = 0x3f800000;
  *(undefined4 *)(param_4 + 0x4c) = 0x3f800000;
  *(undefined4 *)(param_4 + 0x20) = uVar1;
  *(undefined4 *)(param_4 + 0x24) = uVar1;
  *(undefined4 *)(param_4 + 0x28) = uVar1;
  *(undefined4 *)(param_4 + 0x2c) = uVar1;
  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)