Ejemplo n.º 1
0
// disables collisions between entities (each entity may contain multiple objects)
void PhysDisableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
	if ( !pObject0 || !pObject1 )
		return;

	g_EntityCollisionHash->AddObjectPair( pObject0, pObject1 );
	PhysRecheckObjectPair( pObject0, pObject1 );
}
Ejemplo n.º 2
0
// disables collisions between entities (each entity may contain multiple objects)
void PhysDisableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
	if ( !pObject0 || !pObject1 )
		return;

	g_EntityCollisionHash->AddObjectPair( pObject0->GetGameData(), pObject1->GetGameData() );
	PhysRecheckObjectPair( pObject0, pObject1 );
}