![]() |
Source-like filtered trace hull in HL1
WARNING THIS CODE IS VERY SLOW!!! (Profiling(in microseconds): provided function ~= 0.044809, UTIL_TraceLine() ~= 0.001445)
Code:
class ITraceFilter |
Re: Source-like filtered trace hull in HL1
I'm not familiar with the Source SDK, so can you explain shortly what is the difference? :)
|
Re: Source-like filtered trace hull in HL1
HL1 Trace hull/line doesn't hit's entities with solid type SOLID_NOT or SOLID_TRIGGER ("func_ladder", "func_illusionary", ....), but the given function can hit all the entities, to filter them you should made your's filter or use given one, to check - is this entity should be checked for collision or not.
Example: The code below will pass only player entities. Code:
TraceFilter_SkipClassName traceFilter ("player"); |
Re: Source-like filtered trace hull in HL1
Sorry - double post - my internet is shit! :(
|
All times are GMT +2. The time now is 01:27. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.