No problem.

Have fun coding!


Kind regards,
*Saul Rennison*


On 17 October 2011 19:41, Jan Hartung <jan.hart...@gmx.de> wrote:

> 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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> ****
>
> ** **
>
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