# GetSpriteFirstContact

## Description

Cycles through the list of contacts for the given sprite only. Returns 1 if a contact exists, you can get the other sprite involved in this contact using GetSpriteContactSpriteID2, you can move on to the next contact with GetSpriteNextContact. Only works on sprites setup for physics.
Returns 0 if there are no contacts.

## Definition

integer GetSpriteFirstContact( iSprite1 )

int agk::GetSpriteFirstContact( UINT iSprite1 )

## Parameters

- iSprite1 - The sprite to check for physics contacts.