protected virtual void OnContactEnd(CContactEndEventArgs pEventArgs) { if (m_ContactEnd != null) { m_ContactEnd(this, pEventArgs); } }
protected virtual void OnContactEnd(CContactEndEventArgs pEventArgs) { if (m_ContactEnd != null) { m_ContactEnd(this, pEventArgs); } }
private void ContactEnd(object sender, Game.Newt.v1.NewtonDynamics1.Api.CContactEndEventArgs e) { // No need to listen to the end event (I'm just putting it here for reference) }