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In simplest description, All tracelines do is move a virtual 'point' object
through space checking collisions. A tracehull does exactly the same thing
except the virtual 'object' isn't just a point, it's got bounds.
I'm not 100% certain how much source's traces are still like quake / hl1,
but i'm pretty sure the base is the same; with a bunch of new stuff and
optimizations.
-Tony

On Wed, Feb 20, 2008 at 11:56 AM, Ryan Carpenter <[EMAIL PROTECTED]> wrote:

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> [ Picked text/plain from multipart/alternative ]
> So What exactly is the difference between UTIL_TraceLine and
> UTIL_TraceHull?
>
>
> Because I know that logically, you would have to check every point in the
> area using TraceLine to ensure there isn't, for example, a 2x2 unit object
> that extends to the ceiling. And the larger the object the more you would
> have to check to ensure you aren't missing an object that intercepts the
> entity you are spawning. So does TraceHull do something else???
>
> Ryan
>
> Message: 6
> From: "Minh" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Subject: Re: [hlcoders] New HLCoder List Member - Hit detection question
> Date: Sun, 17 Feb 2008 17:03:17 -0800
> Reply-To: [email protected]
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> You could try using UTIL_TraceHull. I've used it succesfully to implement
> my
> dynamic spawning feature. Basically all you have to do is
> UTIL_TraceHull ( vecChecPoint, vecCheckPoint,  VEC_HULL_MIN, VEC_HULL_MAX,
> MASK_SOLID, pIgnoreEntity, COLLISION_GROUP_NONE, &trace_ptr );
> Now you can just check if trace_ptr his somethign by calling
> trace_ptr->DidHit();
> If it did hit something, I then do a scan around the area by modifying
> vecCheckPoint in fan like motion in all 3 axis.
> --
>
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>


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-omega
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