struct IWorldQuery : public IGameObjectExtension { };
IWorldQuery.h
virtual const ray_hit* GetBehindPoint(const float fMaxDist = 0) = 0;
virtual const Vec3& GetDir() const = 0;
virtual const EntityId* GetEntitiesAround(int& num) = 0;
virtual IEntity * GetEntityInFrontOf() = 0;
virtual const EntityId GetLookAtEntityId(bool ignoreGlass = false) = 0;
virtual const ray_hit* GetLookAtPoint(const float fMaxDist = 0, bool ignoreGlass = false) = 0;
virtual IPhysicalEntity*const* GetPhysicalEntitiesAround(int& num) = 0;
virtual IPhysicalEntity* GetPhysicalEntityInFrontOf() = 0;
virtual const Vec3& GetPos() const = 0;
virtual const EntityId* ProximityQuery(int& numberOfEntities) = 0;