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


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