Difference between revisions of "UTIL EntitiesAlongRay"

From Valve Developer Community
Jump to: navigation, search
(Cleanup, Categories, etc)
m (links, typo)
Line 1: Line 1:
 
{{wrongtitle|UTIL_EntitiesAlongRay}}
 
{{wrongtitle|UTIL_EntitiesAlongRay}}
This is a UTIL function that when supplied a [[Ray_t]] will return an integer indicating the number of entities encountered along the ray, then will enumerate and place them into an array.  
+
This is a [[UTIL]] function that when supplied a [[Ray_t]] will return an integer indicating the number of entities encountered along the ray, then will enumerate and place them into an array.  
  
You can either specify an array, and the size of the array, and a mask for which encountered entities will be included in the array, or you can simply supply a [[Ray_t]] and an pointer to an instance of the CFlaggedEntitiesEnum class.
+
You can either specify an array, and the size of the array, and a mask for which encountered entities will be included in the array, or you can simply supply a [[Ray_t]] and a [[pointer]] to an instance of the [[CFlaggedEntitiesEnum]] class.
  
 
== Usage ==
 
== Usage ==

Revision as of 23:38, 12 April 2011

Template:Wrongtitle This is a UTIL function that when supplied a Ray_t will return an integer indicating the number of entities encountered along the ray, then will enumerate and place them into an array.

You can either specify an array, and the size of the array, and a mask for which encountered entities will be included in the array, or you can simply supply a Ray_t and a pointer to an instance of the CFlaggedEntitiesEnum class.

Usage

int UTIL_EntitiesAlongRay( const Ray_t &ray, CFlaggedEntitiesEnum *pEnum )
int UTIL_EntitiesAlongRay( CBaseEntity **pList, int listMax, const Ray_t &ray, int flagMask )

Examples

int nCount = UTIL_EntitiesAlongRay( list, 1024, ray, FL_NPC | FL_CLIENT );
for ( int i = 0; i < nCount; i++ )
{
	if ( !IsAttractiveTarget( list[i] ) )
		continue;

	VectorSubtract( list[i]->WorldSpaceCenter(), vecStartPoint, vecDelta );
	distance = VectorNormalize( vecDelta );
	flDot = DotProduct( vecDelta, vecVelDir );
			
	if ( flDot > flMaxDot )
	{
		if ( distance < flBestDist )
		{
			pBestTarget = list[i];
			flBestDist = distance;
		}
	}
}