// 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 ); }
// 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 ); }