you can still use findentityinsphere.
thats what
entity->IsPlayer() is for.
so you can distinguish between them.

-omega
Blackened Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)

----- Original Message -----
From: "Reedbeta" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 02, 2002 11:49 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)


> 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
> > > _______________________________________________
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> >
> > > please
> > > visit:
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> > >
> >
> >
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>
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