I would not do that in the MyTouch correct?
I drummed up this from the RadiousDamage
BOOL MyTouch( CBasePlayer *pPlayer ) // was My Touch
{
CBaseEntity * pEntity = NULL;
TraceResult tr;
Vector vecSpot;
while ((pEntity = UTIL_FindEntityInSphere( pEntity,
pev->origin, 600 )) != NULL)
{
vecSpot = pEntity->BodyTarget( pev->origin );
UTIL_TraceLine ( pev->origin, vecSpot,
dont_ignore_monsters, ENT(pev), &tr );
if ( tr.flFraction == 1.0 || tr.pHit ==
pEntity->edict() ) {
UTIL_ScreenFade( pPlayer,
Vector(255,255,255), 10.0, 2.0, 255, FFADE_IN);
}
}
pev->nextthink = gpGlobals->time + 0.1;
return TRUE;
}
As you know by looking... CRASH is the word for the day..
Not to sure where to put the trace code or even if it is correct
-Ron
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta
Sent: Wednesday, January 02, 2002 3:43 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
Yes, tracelines are probably the way to go. Simply loop through the
player slots and for each valid player, do a traceline from the grenade
to the player's eye position (or whatever other position) and if it
doesn't hit anything, you can do whatever the grenade is supposed to do.
--- "Yacketta, Ronald" <[EMAIL PROTECTED]> wrote:
> Have a quick question, just coded a new grenade type. I would like
> only the players In the FOV of the grenade to be affected by it, that
> is players behind a wall or obscured by
> Something are not affected.
>
> I have looked through items.cpp and have not found a decent example
> (or one at all) Would I need to add some traceline code to the
> MyTouch? Would actually like
> To trace from the grenade out to find players and affect then, instead
> of from
> The player to the grenade.
>
> Regards,
> Ron
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