Well, if you only want to find players in the 600-unit radius, I would not use
UTIL_FindEntityInSphere, since that finds all entities (not just players).  I
was thinking something like this:

TraceResult tr;
Vector vecSpot;
CBaseEntity *pEntity;

// Loop through all player slots
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
     pEntity = UTIL_PlayerByIndex(i);
     // Check if there is actually a player connected to this slot
     if (pEntity)
     {
          // Do a traceline to them
          UTIL_TraceLine(pev->origin, pEntity->pev->origin +
pEntity->pev->view_ofs, dont_ignore_monsters, edict(), &tr);
          // Did the traceline hit them?
          if ((tr.flFraction == 1.0) || (ENTINDEX(tr.pHit) ==
pEntity->entindex()))
          {
               // Do whatever you need to do, screenfades, whatever
          }
     }
}

--- "Yacketta, Ronald" <[EMAIL PROTECTED]> wrote:
> 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
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> 
> > please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> 
> 
> __________________________________________________
> Do You Yahoo!?
> Send your FREE holiday greetings online! http://greetings.yahoo.com
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 


__________________________________________________
Do You Yahoo!?
Send your FREE holiday greetings online!
http://greetings.yahoo.com
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to