The commented part completly wrong. it should be like that;
c_trace....
if(HIT_TARGET)
{
if (hit.entity!=ent)
{
set(hit.entity, TRANSLUCENT);
hit.entity.alpha = 60;
}
}
looks good but will it work for walls and other level features such as a terrain which isn't actually an entity? Then how do I undo the hit.entity.alpha once the player is no longer behind a wall? Can I create a pointer to map features (walls, terrain, etc) and work with that?