There's a UTIL_EntitesInBox...
So something like (minus the bogus formatting):
CBaseEntity *pList[ 128 ];
int count = UTIL_EntitiesInBox( pList, 128, pSpot->GetAbsOrigin() -
Vector( 16, 16, 0 ), pSpot->GetAbsOrigin() + Vector( 16, 16, 70 ),
FL_CLIENT | FL_NPC | FL_FAKECLIENT );
if( count )
{
// Iterate through the list and check the results
for( int i = 0; i < count; i++ )
{
CBaseEntity *ent = pList[ i ];
// TODO: Do something!
}
}
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
TheDisturbedOne
Sent: Sunday, October 01, 2006 10:24 PM
To: [email protected]
Subject: [hlcoders] Trace_Hull
I was wondering how I'd get IDs or other info on things in a hull so I
could say, ignite all of them.
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