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, ?
> --
>
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