Hey all! I'm trying to work on our forcefields which basically blocks players from all teams but one. I've implemented a custom tracefilter. Atm I'm doing tests with the passed entities classname (rude, I know, just testing), but I'm running into a bit of a problem.
Clientside everything works fine, whenever I'm running into the forcefield the classname is the classname of my entity. However, serverside, no matter what I run into (world, cars, other objects, forcefield), it seems the entity handle passed to the ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) function is always the player. Anyone here with more information on why this could be the case? Ingame I hit the object smoothly without the filter and I "shake" along it when I enable the filter, which shows me it works as wanted clientside but not serverside. Thanks for any help, -- Maarten _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

