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)
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.