TraceResult tr; UTIL_MakeAimVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * 100 ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if ( pEntity->pev->flags & (FL_MONSTER) ) { if ( tr.pHit ) { pEntity->TakeDamage( pev, pev, 0, DMG_SLASH ); pEntity->pev->velocity = pEntity->pev->velocity + gpGlobals->v_forward * 250; } } 2014-08-31 2:35 GMT+03:00 Tom Schumann <schumann....@gmail.com>: > Looking at how the other weapons work it looks like you need to do a trace > from your weapon in the direction that you're facing and then you can use > the edict_t* in the trace result. > Check out what CCrowbar::Swing does. > > > On 30 August 2014 23:26, Matas Lesinskas <peon...@gmail.com> wrote: > >> any ideas how to make weapon to push zombie away. >> >> I think somethink like this, but how to target zombie, not (m_pPlayer) >> >> m_pPlayer->pev->velocity = m_pPlayer->pev->velocity + >> gpGlobals->v_forward * 100; >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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