Collision & TracingΒΆ
bool AABBIntersectsAABB( vector a1, vector a2, vector a3, vector b1, vector b2, vector b3, number c1 )
bool OBBIntersectsOBB( vector a1, vector a2, vector a3, vector a4, vector b1, vector b2, vector b3, vector b4, number c1 )
bool TraceLOSMultiple( array startsArray, array endsArray, entity ignoreEntity, int mask, int group )
Do muliple LOS checks, early out if any return true. Runs on multiple threads.
mask
: TRACE_MASK_*
group
: TRACE_COLLISION_GROUP_*
TraceResults TraceLine( vector startPos, vector endPos, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0 )
Does a trace and returns struct of result values.
TraceResults TraceLineHighDetail( vector startPos, vector endPos, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0 )
Does a high-detail (per poly on static models) trace and returns struct of result values.
TraceResults TraceHull( vector startPos, vector endPos, vector hullMins, vector hullMaxs, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0 )
Does a hull trace and returns table of result values.
TraceResults TraceLineNoEnts( vector startPos, vector endPos, int traceMask = 0 )
Does a trace and returns table of result values.
float TraceLineSimple( vector startPos, vector endPos, entity ignoreEnt )
Does a trace and returns the distance from startPos
to hit.
float TraceHullSimple( vector startPos, vector endPos, vector hullMins, vector hullMaxs, entity ignoreEnt )
Does a trace and returns the distance from startPos
to hit.
void DoTraceCoordCheck( bool check )
array
Does a trace and returns all ents along a line.
bool CheckPassThroughDir( entity ent, vector dir, vector endPos )
bool IsPointInFrontofLine( vector point, vector startPos, vector endPos )
array
Returns an array of entities that are inside of a cone and visible to the apex
VortexBulletHit ornull VortexBulletHitCheck( entity attacker, vector startPos, vector endPos )
Check for vortexSphere collisions between two points.