Revision Difference
ents.FindAlongRay#561877
<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.
This function is capable of detecting clientside only entities.
⤶
<note>This internally uses a Spatial Partition to avoid looping through all entities.</note>⤶
⤶
This internally uses a Spatial Partition to avoid looping through all entities.⤶
</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>
 Garry's Mod
			Garry's Mod 
		 Rust
			Rust 
		 Steamworks
			Steamworks 
		 Wiki Help
			Wiki Help