1720 {
1722 return false;
1723
1726 {
1728 float absolute_ofset = 0.05;
1733
1735
1736
1738
1742
1743 if (
g_Game.IsBoxCollidingGeometry(
Vector(center[0], center[1] + absolute_ofset, center[2]),
m_EntityParent.GetOrientation(), edge_length, ObjIntersectView, ObjIntersectGeom, excludedObjects, collidedObjects))
1744 {
1745 for (int i = 0; i < collidedObjects.Count(); ++i)
1746 {
1748 if (entity && !entity.IsIgnoredByConstruction())
1749 return true;
1750 }
1751 }
1752 }
1753 return false;
1754 }
ConstructionPart GetConstructionPart()
vector GetBoxCenter(vector min_max[2])
vector GetCollisionBoxSize(vector min_max[2])
void GetCollisionBoxData(string part_name, out vector min_max[2])
static bool GetDisableIsCollidingCheck()
array< string > GetCollisionData()
strings of min/max selections (should be single points in memory LOD)
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.