AddCallback still not reporting collision data correctly?

Hey people, recently i’ve stumbled upon a problem with the AddCallback function.

I am currently working on a custom damage system for vehicles in my upcoming gamemode and have got it working… mostly. I don’t want it having damage caused by players running around the roof of a car which it currently does.

But the problem comes from the collisiondata.HitEntity returning nil which prevents me from checking the damage inflictor when collision is called.

Here’s my callback


SpawnVeh:AddCallback("PhysicsCollide",CGRP.VehicleCollide)

And… my actual function



CGRP.VehicleCollide = function(ent,coldata,physobj)
	for k,v in pairs(player.GetAll()) do
		v:PrintMessage(HUD_PRINTTALK,tostring(coldata.HitEntity))
	end
	if ent:GetVelocity():Length()/100<=10 and ent:WorldToLocal(coldata["HitPos"]).z>15 then
		local physobj = ent:GetPhysicsObject()
		local Mass = physobj:GetMass()
		if ent["Damage"]~=nil then
			ent["Damage"] = math.Clamp(ent["Damage"] - coldata["OurOldVelocity"]:Length()/100*(Mass/1500),0,100)
				
			if ent["Damage"]<=0 and ent["Tog"] then
				ent["Tog"]=false
				ent["Broken"]=true
				ent:Fire("turnoff")
			end
		end
		if ent["Damage"]<=80 then
			ent["Smoking"]=true
		else
			ent["Smoking"]=false
		end
		if ent["Damage"]>0 then
			ent["Broken"]=false
		else
			ent["Broken"]=true
		end
	end
end


The PrintMessage piece is just to test the HitEntity which is still returning nil and I noticed it was on the github a while back for being fixed, which it seems not.

It is fixed in the Dev branch and next version.

Good to know, I’ll just do some predictions until the update is released. Thanks for your help.