cast_ray / cast_hull
(Redirected from Cast hull)
		
		
		
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cast_ray and cast_hull  are   console commands  available in all  Source games. Casts a ray or hull and shows what it hit in console. Ray is visualized as green line up to the surface it hit where the normal is shown as yellow line. Hull is visualized in blue and also shows the normal as yellow line. Overlays last 10 seconds before disappearing.
 Source games. Casts a ray or hull and shows what it hit in console. Ray is visualized as green line up to the surface it hit where the normal is shown as yellow line. Hull is visualized in blue and also shows the normal as yellow line. Overlays last 10 seconds before disappearing.
 Warning:Make sure your game is not paused when issuing these commands or the overlay for it won't show up. (type unpause in console before writing the command or
Warning:Make sure your game is not paused when issuing these commands or the overlay for it won't show up. (type unpause in console before writing the command or bind it to a button bind e cast_ray)Information it gives
DevMsg(1, "Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n", tr.m_pEnt->GetClassname(),
			tr.m_pEnt->GetAbsOrigin().x, tr.m_pEnt->GetAbsOrigin().y, tr.m_pEnt->GetAbsOrigin().z,
			tr.m_pEnt->GetAbsAngles().x, tr.m_pEnt->GetAbsAngles().y, tr.m_pEnt->GetAbsAngles().z );
		DevMsg(1, "Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s, contents %08x\n", tr.hitbox, tr.hitgroup, tr.physicsbone, tr.m_pEnt->GetSolid(), tr.surface.name, physprops->GetPropName( tr.surface.surfaceProps ), tr.contents );
Examples
] cast_ray Hit func_breakable position -456.00, -346.00, -132.00 angles 0.00, 0.00, 0.00 Hit: hitbox 0, hitgroup 0, physics bone 0, solid 1, surface maps/c1a0/halflife/glass_med_-521_-303_-144, surfaceprop glass, contents 00000001
] cast_hull Hit monster_gman position -360.00, -316.00, -215.00 angles 0.00, 93.00, 0.00 Hit: hitbox 0, hitgroup 0, physics bone 0, solid 2, surface **studio**, surfaceprop default


























