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;
>>
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>>
>>
>
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