Code:
stock IsPlayerStuck(client){
decl Float:vecMin[3], Float:vecMax[3], Float:vecOrigin[3];
GetClientMins(client, vecMin);
GetClientMaxs(client, vecMax);
GetClientAbsOrigin(client, vecOrigin);
TR_TraceHullFilter(vecOrigin, vecOrigin, vecMin, vecMax, MASK_PLAYERSOLID, TraceRayDontHitPlayerAndWorld);
return TR_GetEntityIndex();
}
stock bool:IsStuckInEnt(client, ent){
decl Float:vecMin[3], Float:vecMax[3], Float:vecOrigin[3];
GetClientMins(client, vecMin);
GetClientMaxs(client, vecMax);
GetClientAbsOrigin(client, vecOrigin);
TR_TraceHullFilter(vecOrigin, vecOrigin, vecMin, vecMax, MASK_ALL, TraceRayHitOnlyEnt, ent);
return TR_DidHit();
}
public bool:TraceRayDontHitPlayerAndWorld(entityhit, mask) {
return entityhit>MaxClients
}
public bool:TraceRayHitOnlyEnt(entityhit, mask, any:data) {
return entityhit==data;
}
IDK where i got this but i have it commented out because i never used it. even though i could.