Revision Difference
ents.FindAlongRay#561874
<function name="FindAlongRay" parent="ents" type="libraryfunc">
<description>Returns a table of all entities along the ray. The ray does not stop on collisions, meaning it will go through walls/entities.
<note>This internally uses a Spatial Partition to avoid looping through all entities.</note>⤶
⤶
This function is capable of detecting clientside only entities.⤶
⤶
<note>This internally uses a Spatial Partition to avoid looping through all entities.</note>⤶
</description>
<realm>Shared</realm>
<args>
<arg name="start" type="Vector">The start position of the ray</arg>
<arg name="end" type="Vector">The end position of the ray</arg>
<arg name="mins" type="Vector" default="nil">The mins corner of the ray</arg>
<arg name="maxs" type="Vector" default="nil">The maxs corner of the ray</arg>
</args>
<rets>
<ret name="" type="table">Table of the found entities. There's a limit of 1024 entities.</ret>
</rets>
</function>
⤶
⤶
<example>⤶
<description>Example usage of this function, as a "trace" of sorts.</description>⤶
<code>⤶
concommand.Add( "test_trace", function( ply )⤶
local plyTr = ply:GetEyeTrace()⤶
⤶
local ents = ents.FindAlongRay( plyTr.StartPos, plyTr.HitPos )⤶
PrintTable(ents)⤶
end )</code>⤶
</example>⤶