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Dec 23rd, 2012
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  1. inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
  2. const IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
  3. {
  4. Ray_t ray;
  5. ray.Init( vecAbsStart, vecAbsEnd );
  6. CTraceFilterSimple traceFilter( ignore, collisionGroup );
  7. enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
  8. }
  9.  
  10. inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
  11. ITraceFilter *pFilter, trace_t *ptr )
  12. {
  13. Ray_t ray;
  14. ray.Init( vecAbsStart, vecAbsEnd );
  15. enginetrace->TraceRay( ray, mask, pFilter, ptr );
  16. }
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