If you want to do this continuously you should make it an entity like trigger_vphysics. Basically this just boils down to creating the vphysics object for the entity (your func_cold) and calling: VPhysicsGetObject()->BecomeTrigger(). Then you'll get StartTouch() EndTouch() callbacks when things touch the trigger. Look at bool CBaseVPhysicsTrigger::CreateVPhysics() for an example of this.
If you want to do it instantaneously then you can use physcollision->TraceCollide() to see if two vcollides intersect. There's an example of this for trigger transition: static bool TestEntityTriggerIntersection_Accurate( CBaseEntity *pTrigger, CBaseEntity *pEntity ) Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Nick > Sent: Monday, June 19, 2006 7:05 PM > To: [email protected] > Subject: [hlcoders] About UTIL_TraceModel? > > -- > [ Picked text/plain from multipart/alternative ] I am having > difficulties trying to code a method, that will allow me to > detect if a model (prop_physics) entity is in contact with a > custom map brush entity (func_cold). > > > > I don't know where to start but someone suggested that > UTIL_TraceModel might work, but i couldn't find any > explanation of how it works. > > void UTIL_TraceModel( const Vector &vecStart, const Vector > &vecEnd, const Vector &hullMin, const Vector &hullMax, > CBaseEntity *pentModel, int collisionGroup, trace_t *ptr ); > > > What do I put for const Vector &vecStart, const Vector > &vecEnd, const Vector &hullMin, const Vector &hullMax, ? > -- > > _______________________________________________ > 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

