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 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.