Is it possible to do a TR_TraceRayFilter, but have it go from one point to infinity & be able to detect all entities in it's path?
Example: If you have 2 players, and one stands in front of the other, the TR_TraceRayFilter will return only the first player entity in the line. How can I get both players if they are in that line?
If this is not possible with a single TR_TraceRayFilter, would there be a way to do it with multiple? My idea would be if you hit one entity at an endpoint, then start another TR_TraceRayFilter at the other side of the entity as a startpoint, and if that TR_TraceRayFilter hit's another entity...and so on.
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