-- [ Picked text/plain from multipart/alternative ] The only drawback of that is that the points on the corners of the bounding box could not be in anything solid BUT the area inside the bounding box could still be in something solid.
For this kind of check, I usually use UTIL_TraceHull ( vecTestOrigin, vecTestOrigin, VEC_HULL_MIN, VEC_HULL, MAX, MASK_SOLID, ignoreEntity, &trace) ----- Original Message ----- From: "Ryan Sheffer" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, November 29, 2007 6:41 PM Subject: [hlcoders] Entity stuck in world geometry. > -- > [ Picked text/plain from multipart/alternative ] > Hi > I was wondering if there was an easy way of determining if an entity was > stuck in the world. I could check the collision bounds vectors with ( > enginetrace->GetPointContents( VECTORPOINT ) & MASK_SOLID ), but I bet > there > is an easier way. > > Thanks. > > -- > ~skidz > -- > > _______________________________________________ > 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

