Just go to the glass prop and see what settings are changed when the glass 
breaks; I bet the traces are turned off so that NPCs can look through it.

----- Original Message ----- 
From: "James Keith" <jimmy4...@gmail.com>
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Sent: Friday, April 03, 2009 1:30 AM
Subject: Re: [hlcoders] Spawning particle systems at the 
endoffunc_precipitation randrops when they collide with propsorbrushes - 
how?


> Got traces to visualize, it appears with glass traces aren't even working.
> Break glass, traces work again. What.
>
>
> ----- Original Message ----- 
> From: "Matt Hoffman" <lord.matt.hoff...@gmail.com>
> To: "Discussion of Half-Life Programming" 
> <hlcoders@list.valvesoftware.com>
> 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 <jimmy4...@gmail.com> 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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>>>
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>
>
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