Is this what you mean? byte pvs[ MAX_MAP_CLUSTERS/8 ]; int iPVSCluster = g_pEngine->GetClusterForOrigin(start); int iPVSLength = g_pEngine->GetPVSForCluster(iPVSCluster, sizeof(pvs), pvs); g_pEngine->CheckOriginInPVS(end, pvs, iPVSLength));
J On 5/31/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > 1. Get a list of entities within PVS with UTIL_EntitiesInPVS() > > 2. Filter list for hostile player entities. > > 3. UTIL_Trace[something] to each. (Which 'something' is best?) > > I've thought about and slightly modified the procedure. > > 1. Get a list of enemy players from the CTeam entity. > 2. Exclude those players not within the local PVS. > 3. Call FInViewCone(), then FVisible() on them to determine visibility. > > Question now is, how does one check if two entities are within the same PVS > segment? > > -John Sheu > > -------------------------------------------------------------------- > mail2web - Check your email from the web at > http://mail2web.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

