--
[ Picked text/plain from multipart/alternative ]
this should do it, but i didn't test it, so be warned. (i just made sure it
would compile)
util_shared.h
------------------
class CTraceFilterNoPlayers : public CTraceFilter
{
public:
CTraceFilterNoPlayers() {}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int
contentsMask );
};
util_shared.cpp
----------------------
bool CTraceFilterNoPlayers::ShouldHitEntity( IHandleEntity *pServerEntity,
int contentsMask )
{
if ( !StandardFilterRules( pServerEntity, contentsMask ) )
return false;
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
return !pEntity->IsPlayer();
}
On 2/11/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> make a new filter that ignores CLASS_PLAYER ;)
>
> On 2/11/07, Richard <[EMAIL PROTECTED]> wrote:
> >
> > That bit is done and works fine, I'm talking about MakeBeam() in
> > grenade_tripmine.cpp which shoots a traceline to see where the beam
> > should be drawn to. It stops on the first player hit, which I don't want
> > to happen, I want it to go through the player and hit the first non
> > player item in it's path.
> >
> > If this doesn't happen, the beam only gets drawn up to the first player
> > that is in front of it.
> > Thanks,
> >
> > R.
> >
> > Rodrigo 'r2d2rigo' Diaz wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Just get the entity touched by the traceline and then check if it is a
> >
> > > player. If that player's team is the same as the tripmine's owner,
> > then do
> > > nothing.
> > > --
> > >
> > > _______________________________________________
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> > please visit:
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> > >
> > >
> >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> -omega
>
--
-omega
--
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