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Cavestory Mod API
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Stores information from CSM_CastRay(). More...
#include <CSMAPI_types.h>
Public Member Functions | |
| RAYCAST_QUERY () | |
| Constructor! | |
Public Attributes | |
| GUI_POINT | m_HitPos |
| The hit position (subpixel coordinates). | |
| GUI_POINT | tileHitPos |
| The hit map tile's map coordinates. | |
| GUI_POINT_F | mNormal |
| The normal of the face that we hit. | |
| bool | mOutOfBounds |
| Whether the ray went out of bounds or not. | |
| NPCHAR * | mHitNPC |
| The hit NPC. | |
| bool | mHitStartBlock |
| Whether the ray hit the start block. | |
| bool | mHitEndBlock |
| Whether the ray hit the end block. | |
| unsigned char | mDirect |
| This stores which way we pushed the point out of the hit face. More... | |
| struct { | |
| unsigned int ent_bits_mask | |
| Bits that the entities we hit MUST have to be a valid hit target. | |
| bool hit_entities | |
| Whether to allow hitting entities or not. | |
| bool hit_slopes | |
| Whether to allow hitting slopes or not. | |
| } | mConfig |
| Options. | |
Stores information from CSM_CastRay().
| unsigned char RAYCAST_QUERY::mDirect |
This stores which way we pushed the point out of the hit face.
So, if it's DIRECT_LEFT, then we pushed the hit-point to the left of the collision, to get it out of the collision area.