Please state again exactly what you have tried and what you want to achieve (wallrunning or the like currently is irrelevant, collision with X and ignore Y is the important thing).

This should be implemented with c_trace in player direction (vec_rotate, then vec_add for target position), at least I would not base this on movement collisions. You can use IGNORE_MODELS or whatever the flag is called if you only want to check for block collision.

If you want to save hit-information (~> PM) you can do that with for example a CONTACT struct - however, up until today I've never wanted or needed to do that.


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