#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 };