596 {
598 return;
599
600 const float MAX_RAYCAST_RANGE = 1000;
602 {
605
606
608 vector to = pos + (dir * MAX_RAYCAST_RANGE);
611 int contact_component;
612 set<Object> objects = new set<Object>;
613
615 {
616 for ( int i = 0; i < objects.Count(); i++ )
617 {
618 Object obj = objects.Get(i);
620 {
623 return;
624 }
625 }
626 }
627 }
628 }
void GUIAction_InitDebugObject(Object obj)
proto native vector GetPointerDirection()
Returns the direction where the mouse points, from the camera view.
proto native vector GetCurrentCameraPosition()
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
proto native CGame GetGame()