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ENTITY:TestCollision#526512

<function name="TestCollision" parent="ENTITY" type="hook"> <ishook>yes</ishook> <description> Allows you to override trace result when a trace hits the entitys Bounding Box. ⤶ ⤶ ⤶ ⤶ <note>Your entity must have <page>Entity:EnableCustomCollisions</page> enabled for this hook to work</note>⤶ ⤶ <note>Your entity must have <page>Entity:EnableCustomCollisions</page> enabled for this hook to work</note>⤶ <note>This hook is called for `anim` type only</note>⤶ </description> <realm>Shared</realm> <predicted>No</predicted> <args> <arg name="startpos" type="Vector">Start position of the trace</arg> <arg name="delta" type="Vector">Offset from startpos to the endpos of the trace</arg> <arg name="isbox" type="boolean">Is the trace a hull trace?</arg> <arg name="extents" type="Vector">Size of the hull trace?</arg> <arg name="mask" type="number">The <page>Enums/CONTENTS</page> mask</arg> </args> <rets> <ret name="" type="table">A table containing new HitPos, Fraction and Normal. Returning nothing allows the trace to ignore the entity completely.</ret>⤶ <ret name="" type="table">Returning a `table` will allow you to override trace results. Table should contain the following keys, all optional:⤶ * <page>Vector</page> HitPos - The new hitpos of the trace⤶ * <page>number</page> Fraction - A number from 0 to 1, describing how far the trace went from its origin point, 1 = did not hit⤶ * <page>Vector</page> Normal - A unit vector (length=1) describing the direction perpendicular to the hit surface⤶ ⤶ Returning `true` will allow "normal" collisions to happen for `SOLID_VPHYSICS` and `SOLID_BBOX` entities (nextupdate)<br/>⤶ Returning `nothing` or `false` allows the trace to ignore the entity completely.</ret>⤶ </rets> </function> <example> <description>Example taken from lua/entities/widget_base.lua</description> <code> function ENT:TestCollision( startpos, delta, isbox, extents ) if ( isbox ) then return end if ( !widgets.Tracing ) then return end -- TODO. Actually trace against our cube! return { HitPos = self:GetPos(), Fraction = 0.5 * self:GetPriority()⤶ }⤶ if ( isbox ) then return end if ( !widgets.Tracing ) then return end ⤶ -- TODO. Actually trace against our cube! return⤶ { HitPos = self:GetPos(), Fraction = 0.5 * self:GetPriority() } end </code>⤶ ⤶ </example>⤶ ⤶ <example>⤶ <description>Allows players to shoot through the entity, but still stand on it and use the Physics Gun on it, etc.</description>⤶ <code>⤶ local sent_contents = CONTENTS_GRATE⤶ function ENT:TestCollision( startpos, delta, isbox, extents, mask )⤶ if bit.band( mask, sent_contents ) ~= 0 then return true end⤶ end⤶ </code> </example>