1022 {
1024 return false;
1026
1027 if ( construction_part )
1028 {
1030 float absolute_ofset = 0.05;
1035
1037
1038
1040
1042 center =
GetParent().ModelToWorld( center );
1044
1045
1046
1047
1048
1049
1050 if (
GetGame().IsBoxCollidingGeometry(
Vector( center[0], center[1] + absolute_ofset, center[2] ),
GetParent().
GetOrientation(), edge_length, ObjIntersectView, ObjIntersectGeom, excluded_objects, collided_objects ) )
1051 {
1052
1053
1054
1055 for (int i = 0; i < collided_objects.Count(); i++)
1056 {
1057
1060 return true;
1061 }
1062 }
1063
1064
1065 }
1066 return false;
1067 }
vector GetBoxCenter(vector min_max[2])
vector GetCollisionBoxSize(vector min_max[2])
void GetCollisionBoxData(string part_name, out vector min_max[2])
ConstructionPart GetConstructionPart(string part_name)
static bool GetDisableIsCollidingCheck()
override bool IsIgnoredByConstruction()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.