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Solved Quick Question: TR_TraceRayFilter Limit?


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scorpius2k1
Senior Member
Join Date: Feb 2016
Old 05-03-2019 , 12:42   Quick Question: TR_TraceRayFilter Limit?
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Is there any limitation to how many TR_TraceRayFilter calls can be executed in one function? For example, if I were to run 5000 traces, one after the other in said function on one game frame, would they all be able to run in succession properly? Not actually doing this btw, just curious.

PHP Code:
// WOULD THIS STILL WORK?

for(i<= 5000i++) {
    
TR_TraceRayFilter(fStartfAngleMASK_SOLIDRayType_InfiniteTraceEntityFilter);  
    
TR_GetEndPosition(fEnd);

I know TE_SetupBeamPoints has a limit on how many can be called at a time per game frame (64 I believe?), to get around that one would have to do it in modulo.

Does TR_TraceRayFilter have any limitation like that?


Thanks all!
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Last edited by scorpius2k1; 05-03-2019 at 14:04. Reason: Added code sample
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-03-2019 , 13:58   Re: Quick Question: TR_TraceRayFilter Limit?
Reply With Quote #2

It would work fine but cause significant performance issues.
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