native trace_forward(const Float:start[3], const Float:angle[3], Float:give, ignoreEnt, &Float:hitX, &Float:hitY, &Float:shortestDistance, &Float:shortestDistLow, &Float:shortestDistHigh);
Attempts to describe an obstacle by firing trace lines in a specified
direction, offset on the z-axis around an origin.
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The functionality of this native can mostly be replaced by a single
hull trace. This native does not write to the global engine module
trace handle.
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This native is intended to examine an obstacle in front of a standing
player. Start should usually be the origin of a client while angle
should be its forward angle vector. 73 traces are fired, each offset by
one unit on the z-axis from the last, starting at -36 and moving up to
+36. This is because a standing player model is 72 units high, so 73
units of clearance are required to fit them. The values stored in the
various parameters then attempt to describe the obstacle.
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To fully understand the nuances of the algorithm it is necessary to
view its source code located in engine.cpp of the engine module.
- start — Starting origin
- angle — Trace line direction
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give
—
Units that a trace line can be longer than the
shortest trace line to still be considered hitting
the same obstacle
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ignoreEnt
—
Entity index that traces will ignore, -1 if traces
should not ignore any entities
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hitX
—
Variable to store X axis value of shortest trace
line endpoint in
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hitY
—
Variable to store Y axis value of shortest trace
line endpoint in
- shortestDistance — Variable to store length of shortest trace line in
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shortestDistLow
—
Variable to store Z axis offset of shortest trace
line in
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shortestDistHigh
—
Variable to store Z axis offset of highest trace
line that satisfies "give" condition in