I'm sure there are multiple ways to achieve this.
One is to use ents.FindAlongRay
table ents.FindAlongRay( Vector start, Vector end, Vector mins = nil, Vector maxs = nil )
Returns a table of all entities along the ray. The ray does not stop
on collisions, meaning it will go through walls/entities.
So if you know where both players are you can check wether the wall of interest is among the entities found along that ray between both players.
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