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[ 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
> > --
> >
> > _______________________________________________
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> > please visit:
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> >
>
> --
>
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>


--
~skidz
--

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