Checks if two specific entities collided this frame (boolean query, 1=true 0=false).
Takes entityA, entityB (two entity handles to check).
Returns 1 if collided (entityA and entityB collided this frame), 0 if no collision.
3D Graphics
Parameters & Returns
Parameters
entityAInt
entityBInt
Returns
Int
Quick Summary
Checks if two specific entities collided this frame (boolean query, 1=true 0=false).
Takes entityA, entityB (two entity handles to check).
Returns 1 if collided (entityA and entityB collided this frame), 0 if no collision.
Technical Exegesis...
Checks if two specific entities collided this frame (boolean query, 1=true 0=false). Takes entityA, entityB (two entity handles to check). Returns 1 if collided (entityA and entityB collided this frame), 0 if no collision. Searches entityA's collision list for entityB (iterates g_entityCollisions[entityA], checks if any collision.otherEntityHandle == entityB). Use for specific pair detection, trigger events when specific entities touch, bullet-target hit detection. Simpler than iterating collisions.
Checks if two specific entities collided this frame (boolean query, 1=true 0=false). Takes entityA, entityB (two entity handles to check). Returns 1 if collided (entityA and entityB collided this frame), 0 if no collision. Searches entityA's collision list for entityB (iterates g_entityCollisions[entityA], checks if any collision.otherEntityHandle == entityB). Use for specific pair detection, trigger events when specific entities touch, bullet-target hit detection. Simpler than iterating collisions. Common usage: If b3dEntityCollided(player, enemy) Then hit, If b3dEntityCollided(bullet, target) Then damage, check specific pairs without iteration. Thread-safe, O(N) where N = entityA collision count (typically 1-5). Returns 0 if entityA not in map or entityB not found.