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Detect if TraceAttack hit world (wallshot)?


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elymination
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Join Date: Jul 2020
Old 09-09-2021 , 17:05   Detect if TraceAttack hit world (wallshot)?
Reply With Quote #1

hey.
I am working on a plugin and I am using DHooks to hook TraceAttack.
is there a way to know whether or not the hit was done through a surface? I tried a lot of things to no avail (reading a bunch of CTakeDamageInfo members, CBaseTrace::plane, CGameTrace::surface, etc).

maybe TraceAttack is not what I need in this case?

any help would mean a lot! thanks <3
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Ilusion9
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Join Date: Jun 2018
Location: Romania
Old 09-10-2021 , 03:56   Re: Detect if TraceAttack hit world (wallshot)?
Reply With Quote #2

https://github.com/Ilusion9/block-wa..._walldamage.sp
This might help.
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tonline_kms65
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Join Date: Aug 2016
Location: Ru. Komsomol-on-Amur
Old 09-10-2021 , 17:16   Re: Detect if TraceAttack hit world (wallshot)?
Reply With Quote #3

What is the reason not to use TR_TraceRayFilterEx(for example, TR_EnumerateEntities)?
Why DHooks? DHooks is outdated, and in my opinion is not supported anymore.

Last edited by tonline_kms65; 09-10-2021 at 17:18.
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Psyk0tik
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Join Date: May 2012
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Old 09-10-2021 , 17:39   Re: Detect if TraceAttack hit world (wallshot)?
Reply With Quote #4

Quote:
Originally Posted by tonline_kms65 View Post
What is the reason not to use TR_TraceRayFilterEx(for example, TR_EnumerateEntities)?
Why DHooks? DHooks is outdated, and in my opinion is not supported anymore.
This fork of DHooks is what most people refer to as "DHooks" nowadays and it's still supported and widely used.
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andi67
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Join Date: Mar 2007
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Old 09-11-2021 , 03:07   Re: Detect if TraceAttack hit world (wallshot)?
Reply With Quote #5

Maybe https://sm.alliedmods.net/new-api/sd...GetSurfaceName
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elymination
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Join Date: Jul 2020
Old 09-11-2021 , 12:56   Re: Detect if TraceAttack hit world (wallshot)?
Reply With Quote #6

I should indeed be able to trace between both entities eyePos to detect a wallshot, but I am also looking for a way to be able to force the attack to be through a wall.

in my specific case, I am redirecting shots to the head. right now, if I shoot a visible hand, it will deal a headshot without it being considered a wallbang. I would like to be able to fix that (i.e. if a player is damaged, I need to detect if the head is visible. if not, it should deal a wallshot to the head).

I will continue to investigate
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