public bool CheckCollisions(PhysicsObj obj) { SpherePath.InsertType = InsertType.Placement; SpherePath.SetCheckPos(SpherePath.CurPos, SpherePath.CurCell); return(obj.FindObjCollisions(this) != TransitionState.OK); }
public bool CheckCollisions(PhysicsObj obj) { SpherePath.InsertType = InsertType.Placement; SpherePath.CheckPos = SpherePath.CurPos; SpherePath.CheckCell = SpherePath.CurCell; SpherePath.CellArrayValid = false; SpherePath.CacheGlobalSphere(Vector3.Zero); return(obj.FindObjCollisions(this) != TransitionState.OK); }