Collision & Tracing#
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bool AABBIntersectsAABB(vector a1, vector a2, vector a3, vector b1, vector b2, vector b3, number c1)#
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bool OBBIntersectsOBB(vector a1, vector a2, vector a3, vector a4, vector b1, vector b2, vector b3, vector b4, number c1)#
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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_*
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TraceResults TraceLine(vector startPos, vector endPos, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0)#
Does a trace and returns struct of result values.
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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.
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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.
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TraceResults TraceLineNoEnts(vector startPos, vector endPos, int traceMask = 0)#
Does a trace and returns table of result values.
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float TraceLineSimple(vector startPos, vector endPos, entity ignoreEnt)#
Does a trace and returns the distance from
startPos
to hit.
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float TraceHullSimple(vector startPos, vector endPos, vector hullMins, vector hullMaxs, entity ignoreEnt)#
Does a trace and returns the distance from
startPos
to hit.
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void DoTraceCoordCheck(bool check)#
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array<entity> TraceGetEntsAlongLine(vector startPos, vector endPos, int traceMask = 0, int collisionGroup = 0)#
Does a trace and returns all ents along a line.
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bool CheckPassThroughDir(entity ent, vector dir, vector endPos)#
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bool IsPointInFrontofLine(vector point, vector startPos, vector endPos)#
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array<VisibleEntityInCone> FindVisibleEntitiesInCone(vector coneApex, vector coneAxis, float coneHeight, float coneAngleToAxis, array<entity> ignoredEntities, int traceMask, int flags, entity antilagPlayer, entity weapon = null)#
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.