Update collisionhook.inc

Convert code to latest syntax
This commit is contained in:
Harry Potter 2024-04-06 09:00:35 +08:00
parent 022768b3d8
commit 34d9fed011

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@ -1,34 +1,30 @@
#if defined _collisionhook_included
#endinput
#endif
#define _collisionhook_included
// called when the game is performing vphysics collision checks between entities
// return something other than Plugin_Continue to have the game use the result parameter
forward Action:CH_ShouldCollide( ent1, ent2, &bool:result );
// called when the game performs collision checks through traces (only for traces using filters)
// return something other than Plugin_Continue to have the game use the result parameter
// note: any code in this forward should be very performant, the game will use many filtered traces per player per game frame
forward Action:CH_PassFilter( ent1, ent2, &bool:result );
public Extension:__ext_collisionhook =
{
name = "CollisionHook",
file = "collisionhook.ext",
#if defined AUTOLOAD_EXTENSIONS
autoload = 1,
#else
autoload = 0,
#endif
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};
#if defined _collisionhook_included
#endinput
#endif
#define _collisionhook_included
// called when the game is performing vphysics collision checks between entities
// return something other than Plugin_Continue to have the game use the result parameter
forward Action CH_ShouldCollide(int ent1, int ent2, bool &result);
// called when the game performs collision checks through traces (only for traces using filters)
// return something other than Plugin_Continue to have the game use the result parameter
// note: any code in this forward should be very performant, the game will use many filtered traces per player per game frame
forward Action CH_PassFilter(int ent1, int ent2, bool &result);
public Extension __ext_collisionhook =
{
name = "CollisionHook",
file = "collisionhook.ext",
#if defined AUTOLOAD_EXTENSIONS
autoload = 1,
#else
autoload = 0,
#endif
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};