the function you choose for the filter will fire everytime the ray hits an entity and will give you its index so you can check whether that index is a player. then you can choose whether the ray should hit the entity or ignore it.
PHP Code:
public bool:MyFilter(entity, contentsMask, any:data)
{
if ((entity > 0) && (entity <= MaxClients))
{
return true;
}
else
{
return false;
}
}
returning true lets the ray hit the entity, false makes it ignore it.
if you don't pass any data to the filter then you can use this prototype instead.
PHP Code:
public bool:MyFilter(entity, contentsMask)
the hull size for player will vary depending if they are standing or crouching. you can get the hull size with the entity props "m_vecMins" and "m_vecMaxs".