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.