Collision & Tracing#

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<entity> TraceGetEntsAlongLine(vector startPos, vector endPos, int traceMask = 0, int collisionGroup = 0)#

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<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.