List of L4D2 Script Functions/TraceLine

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Function Description

bool TraceLine(table traceTable)

Does a raycast along a line specified by two vectors, returning the first entity or geometry hit along the way. Script version of UTIL_TraceLine().


Parameters

Type Name Description
table traceTable Table used for both input and output.


Returns

bool - Whether the trace is successful. This only indicates that the trace was done, not whether it hit anything.


Example

traceTable <-
{
	start = Vector( 0,0,0 )
	end =  Vector( 0,0,256 )
}

if(TraceLine(traceTable))
{
	if(traceTable.hit)
	{
		printl("Trace hit!")
	}
	else
	{
		printl("Trace missed!")
	}
}
else
{
	printl("Trace failed!")
}


Input Parameters

Passed to the parameters table to set up the trace. The only required information to make the trace is providing the start and end point.

Type Name Description
Vector startpos Global vector where to start the trace.
Vector endpos Global vector where to end the trace.
int mask Optional collision type bitmask. Masks: TRACE_MASK_VISIBLE_AND_NPCS (default), TRACE_MASK_ALL, TRACE_MASK_VISION, TRACE_MASK_SHOT, TRACE_MASK_PLAYER_SOLID,
CBaseEntity ignore Optional entity to ignore when tracing.


Output parameters

Output written by the function to the parameters table.

Note.png Note:  These parameters may not exist if the trace does not hit. Check that the key exists before using.
Type Name Description
Vector pos World space vector where the trace hit.
float fraction Fraction from the start to end where the trace hit.
bool hit Whether the trace hit something. Always present.
CBaseEntity enthit Handle of the entity the trace hit.
bool startsolid Whether the trace started inside something.
Note.png Note:  This parameter is not set if it is false