Find entities colliding with the player

Exactly what it says on the can, I want to find all entities colliding with the owner of a SWEP, sort out NPCs, and deal damage to them and push them away. How would I go about doing this?

I think it might be much easier just to check if they are a certain distance away, if you used a small enough distance it would appear to only work if they’re colliding anyway.

I’m not completely certain of my strategy, but I’d experiment with **[Util.TraceEntity

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Util.TraceEntity)** to check if it’s finding anything at its current location.

Then you’d also have to take the size of the bounding box into account. Just checking the distance between entity origins will be quite inaccurate.

How would I get the entities nearest to the player in order to do either of those?

Edit: Is it possible to use Ents.FindInBox( vector, vector ) and for all of them, deal damage?

That is an option, but I think ents.FindInBox only looks at entity origins, not at their entire bounding box.

Well, I don’t see how I can use tracing to find something without having serious lag, unless I can apply some sort of enlarged mask to it or something.

You could combine the two. First a cheap distance check, and then see if it’s worth doing a trace. This is actually the purpose of a bounding box: it’s a cheap way to check if it’s worth doing a more accurate check.

He could check the distance from the bounding box.