Returns entity handle of other entity involved in collision (what entity collided with).
Takes entity (entity to query), index (collision index 0 to count-1).
Returns other entity handle (entity that was hit, 0 if invalid).
3D Graphics
Parameters & Returns
Parameters
entityInt
indexInt
Returns
Int
Quick Summary
Returns entity handle of other entity involved in collision (what entity collided with).
Takes entity (entity to query), index (collision index 0 to count-1).
Returns other entity handle (entity that was hit, 0 if invalid).
Technical Exegesis...
Returns entity handle of other entity involved in collision (what entity collided with). Takes entity (entity to query), index (collision index 0 to count-1). Returns other entity handle (entity that was hit, 0 if invalid). Gets collision[index].otherEntityHandle from g_entityCollisions. Use to identify what was hit, apply damage to specific entity, or trigger entity-specific responses. Bidirectional (both entities record collision, A sees B, B sees A).
Returns entity handle of other entity involved in collision (what entity collided with). Takes entity (entity to query), index (collision index 0 to count-1). Returns other entity handle (entity that was hit, 0 if invalid). Gets collision[index].otherEntityHandle from g_entityCollisions. Use to identify what was hit, apply damage to specific entity, or trigger entity-specific responses. Bidirectional (both entities record collision, A sees B, B sees A). Common usage: check enemy hit If b3dCollisionEntity(bullet, 0) = enemy Then hit, apply damage to other entity, filter collision types based on entity. Thread-safe, O(1), returns 0 if out of bounds.