Type
| Name
| Description
|
Vector | HitPos | This appears to be the position this entity was at when it collided with HitEntity.
|
Entity | HitEntity | The hit entity is what the scripted entity collided with. In addition to props, vehicles, etc., HitEntity is often a part of the level. You can check whether or not the Hit Entity is part of the level or not with the IsWorld() function.
|
Vector | OurOldVelocity | Before colliding with HitEntity, OurOldVelocity was this entity's velocity.
|
Physobj | HitObject | This is a specific physics object on HitEntity that we collided with. This is important because some entities have multiple physics objects, such as ragdolls.
|
Float | DeltaTime | How long (in seconds) it has been since this entity last collided with something. PhysicsCollide can easily be called 50 or 60 times a second, and Delta Time can be used to control how often something (such as impact sounds) happen.
|
Vector | TheirOldVelocity | This was the velocity of HitEntity before it collided with this entity.
|
Float | Speed | Speed is a positive number describing how "fast" (or perhaps more accurately, how hard) the two entities collided (this also applies to when this entity is frozen and HitEntity is moving instead).
|
Vector | HitNormal | This is a normalized vector; you can think of this as being the "facing direction" of the surface this entity hit on HitEntity.
|