util/TraceEntity

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m (This trace does not rotate)
 
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{{Func
 
{{Func
|Description=Runs a trace using the ent's collisionmodel between two points.
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|Description=Runs a trace using the entity's collisionmodel between two points. This does not take the entity's angles into account and will trace its unrotated collisionmodel.
 +
 
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{{Note|Clientside entities will not be hit by traces.}}
 
|Realm=Shared
 
|Realm=Shared
 
|IsClass=No
 
|IsClass=No
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}}
 
}}
 
{{Example
 
{{Example
|Description={{Note|This example doesn't actually work. See sandbox/gamemode/commands.lua}}
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|Description=From sandbox/gamemode/prop_tools.lua, this checks if there are any entities inside our entity
 
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From sandbox/gamemode/prop_tools.lua, this checks if there are any entities inside our entity
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|Code=local trace = { start = ent:GetPos(), endpos = ent:GetPos(), filter = ent }
 
|Code=local trace = { start = ent:GetPos(), endpos = ent:GetPos(), filter = ent }
 
local tr = util.TraceEntity( trace, ent )  
 
local tr = util.TraceEntity( trace, ent )  

Latest revision as of 15:10, 31 July 2018

 util.TraceEntity( )

Contents

Description

Runs a trace using the entity's collisionmodel between two points. This does not take the entity's angles into account and will trace its unrotated collisionmodel.

NOTE

Clientside entities will not be hit by traces.

Arguments

table tracedata

Trace data. See Trace structure

Arguments

Entity ent

The entity to use

Returns

table

Trace result. See TraceResult structure

Examples

Example

From sandbox/gamemode/prop_tools.lua, this checks if there are any entities inside our entity

local trace = { start = ent:GetPos(), endpos = ent:GetPos(), filter = ent }
local tr = util.TraceEntity( trace, ent ) 
if ( tr.Hit ) then
 -- Do stuff
end


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