Thanks Saul,
Using enginetrace->EnumerateEntities along with a Ray_t as initialized in UTIL_TraceHull and a custom implementation of IEntityEnumerator. Haven't tested it yet, but it should work. Kind regards, Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Saul Rennison Gesendet: Montag, 17. Oktober 2011 19:51 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] [Source 2007] Tracing a hull into a trigger_hurt See how CBaseEntity::TraceAttackToTriggers (ai_basenpc.cpp) is used for details on using traces with triggers. Kind regards, Saul Rennison On 17 October 2011 18:43, Jan Hartung <jan.hart...@gmx.de> wrote: Hi all, I'm currently trying to accomplish something like a UTIL_TraceHull which tells me if the trace hits a trigger_hurt entity or not. I may be mistaken, but since those aren't solid just using UTIL_TraceHull shouldn't be usable for this matter. What I'm currently thinking of is iterating through all trigger_hurt entites on the current map and checking if my hull intersects with it when I move the hull from a start point to an end point. While this should work and also shouldn't create any performance problems I get the impression that there must be a better way to do this. So the question is: does anyone know an already existing way to check if it intersects with a trigger_hurt when I move a hull through the game world? Jan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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