Here's a little idea I came up with for the physics engine:

What if you had a dummy physics entity with a "PH_NULL" collision hull (passable), and then you could match the x,y,z,pan,tilt,roll of the "real" entity to the "dummy" PH_NULL entity, and use the "real" entity's POLYGON collision flag as a hull. Would this work? If so, that would be really cool for implementing polygon collision without using PH_POLY (doesn't work too well in motion).


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}