Damage in a cone

Hi people. I’m making a sword SWEP with custom animations (using JetBoom’s Lua Animations API). I want to make it so when the player swings, all enemies in front of him take damage, like if the sword was really hitting them, not the default crowbar behavior. I was thinking in firing bullets in a cone in front of the player, but I would need to make many timers, or “if blocks” inside a think hook (using CurTime). Do anyone know a better way to do this?

Use ents.FindInCone and damage entities accordingly with Entity.TakeDamage

That sounds good, although I’ll have to apply force to them manually. I said I would need many timers because I wanted to make it more “realistic” by making the enemies take damage when the sword was hitting them, not all enemies in front at the same time. But now that I think about it, the sword animation is pretty fast, so they’ll be hit almost at the same time. I’m probably over complicating things. Anyway, thanks for the answer, I’ll use those functions.