Enumerates over entities along a ray hull. This may find entities that are close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity with TR_DidHit to check if the ray actually intersects the entity.
native void TR_EnumerateEntitiesHull(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int mask, TraceEntityEnumerator enumerator, any data = 0)