Got traces to visualize, it appears with glass traces aren't even working. 
Break glass, traces work again. What.


----- Original Message ----- 
From: "Matt Hoffman" <[email protected]>
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Thursday, April 02, 2009 6:42 PM
Subject: Re: [hlcoders] Spawning particle systems at the end 
offunc_precipitation randrops when they collide with props orbrushes - how?


> My idea was to see if you could visualize traces to see if the traces are
> hitting the glass and returning true, but neither me nor James know how to
> do that.
>
> On Thu, Apr 2, 2009 at 3:36 PM, James Keith <[email protected]> wrote:
>
>> Alright, with a little help i got it to splash on the ground. Yay!
>>
>> But i have an issue. I can't get this to splash on glass. I can't figure
>> out
>> why.
>>
>> Here's my code:
>>      if ( m_Splashes.Count() < 99 )
>>       {
>>         if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() )
>>         {
>>            trace_t trace;
>>             UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL,
>> COLLISION_GROUP_NPC, &trace);
>>            if( trace.fraction < 1 )
>>            {
>>               DispatchParticleEffect( "rain_splash2", trace.endpos,
>> trace.m_pEnt->GetAbsAngles() , NULL );
>>            }
>>         }
>>      }
>>
>> I changed MASK_ALL to some other stuff like MASK_OPAQUE with no avail. 
>> Any
>> ideas?
>>
>>
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