-- [ Picked text/plain from multipart/alternative ] Thanks, thats great. :)
On Nov 29, 2007 8:51 PM, Minh <[EMAIL PROTECTED]> wrote: > -- > [ 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 > > -- ~skidz -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

