Amxxprogramer / EngFunc_TraceLine Explanation.txt
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Fakemeta function:
PHP Code:
EngFunc_TraceLine
Description:
This function traces between 2 origins and gives us information about it.
The constants that we can use in flags:
PHP Code:
#define DONT_IGNORE_MONSTERS 0
#define IGNORE_MONSTERS 1
#define IGNORE_MISSILE 2
#define IGNORE_GLASS 0x100
These constants can be used together.
Ex: IGNORE_MISSILE | IGNORE_MONSTERS | IGNORE_GLASS - This makes the traceline ignore missiles, monsters (players) and glass.
Here is a drawing that will show you how it works!
PHP Code:
engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS, 0, tr)
[IMG]http://img529.**************/img529/1863/traceline1.jpg[/IMG]
PHP Code:
engfunc(EngFunc_TraceLine, start, end, DONT_IGNORE_MONSTERS, 0, tr)
PHP Code:
engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS, 0, tr)
PHP Code:
engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS, 0, tr)
Functions that come with the TraceLine pack:
PHP Code:
// Description: This creates a trace handle!
// It is important to use because we don't want our plugins to mess with eachothers info!
new ptr = create_tr2()
PHP Code:
// Description: This creates a trace handle!
// It is important to use because we don't want our plugins to mess with each others info!
free_tr2(ptr)
PHP Code:
// Description: Gets/Sets information from/in the trace_handle
[g|s]et_tr2(trace_handle, CONSTANT, number_if_needed!)
CONSTANT Expresion has this posible values:
Code:
enum TraceResult
{
TR_AllSolid, // int
TR_StartSolid, // int
TR_InOpen, // int
TR_InWater, // int
TR_flFraction, // float
TR_vecEndPos, // float array[3]
TR_flPlaneDist, // float
TR_vecPlaneNormal, // float array[3]
TR_pHit, // int (edict_t*)
TR_iHitgroup, // int
};
The float and array values need the third argument! Example:
PHP Code:
new allsolid = get_tr2(trace, TR_AllSolid)
new startsolid = get_tr2(trace, TR_StartSolid)
// TR_StartSolid is a boolean that says whether you were "inside" something
// (usually the world) when the trace started (point A)
// TR_AllSolid tells you if you ever got out of the "inside" or not.
new inopen = get_tr2(trace, TR_InOpen)
// TR_InOpen means that the start point is in Open
// That means in the world and not in an ent or something
new hit = get_tr2(trace, TR_pHit)
// What was hit by the traceline. It will either be a player index,
// entity index, 0 (part of map), or -1 (didn't hit anything;
// doesn't happen with player tracelines).
new hitgroup = get_tr2(trace, TR_iHitgroup)
// If the traceline hit another player, returns will be HIT_HEAD,
// HIT_CHEST, HIT_LEFTLEG... etc. If the traceline hit part of the
// map, this returns HIT_GENERIC.
new Float:fraction
get_tr2(trace, TR_flFraction, fraction)
// Returns a number between 0.0 and 1.0, indicating how far the
// traceline traveled start to end before it hit something. Depending
// on what conditions were passed to this traceline forward function,
// it could either be a wall or another entity.
new Float:end_origin[3]
get_tr2(trace, TR_vecEndPos, end_origin)
// The official end of the traceline. Not necesarily the same as the
// second argument passed to this traceline forward function.
new Float:normal[3]
get_tr2(trace, TR_vecPlaneNormal, normal)
// Returns a 1 unit long vector normal to the spot that it hit. Note
// that "normal" has a special connotation here. It doesn't mean "regular."
Example Stock:
PHP Code:
stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
{
// Create the trace handle! It is best to create it!
new ptr = create_tr2()
// The main traceline function!
// This function ignores GLASS, MISSILE and MONSTERS!
// Here is an example of how you should combine all the flags!
engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS | IGNORE_MONSTERS | IGNORE_MISSILE, ignore_ent, ptr)
// We are interested in the fraction parameter
new fraction
get_tr2(ptr, TR_flFraction, fraction)
// Free the trace handle (don't forget to do this!)
free_tr2(ptr)
// If = 1.0 then it didn't hit anything!
return (fraction != 1.0)
}