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Ray and hull sweeps against the game world.

Shape

Line trace from from to to.

Hull

Sweeps a box (mins..maxs, local to the ray) between the two points. Mins and maxs must differ.

Smoke

Returns true if the line passes through enough smoke to block vision. max_density defaults 1.0. Smoke volumes aren’t in the trace world, so Shape and Hull go straight through them — test this separately.

opts

Result

Returned as a plain table:

Constants