I was wondering about how to detect if there's a wall between two players. Does a command to do it exists or any code snippet?
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.