SetSolidFlags()
From Valve Developer Community
SetSolidFlags() implements various flags that affect the precise nature of an entity's solidity. It is used in conjunction with SetSolid().
SetSolidFlags(FSOLID_NOT_SOLID | FSOLID_TRIGGER) generates Touch() calls without colliding with other objects. This is the behaviour of triggers.Other functions
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void AddSolidFlags() -
void RemoveSolidFlags() - Adds or removes flags without affecting those already active.
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bool IsSolidFlagSet() - Tests whether a particular flag is set.
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int GetSolidFlags() - Get the complete SolidFlags bitstring.
Flags
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FSOLID_CUSTOMRAYTEST - Ignore solid type + always call into the entity for ray tests.
To do
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FSOLID_CUSTOMBOXTEST - Ignore solid type + always call into the entity for swept box tests.
To do
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FSOLID_NOT_SOLID - Entity becomes non-solid (without losing its underlying SolidType).
To do: Any different from SOLID_NONE? -
FSOLID_TRIGGER -
Touch()is triggered even if collisions are disabled. -
FSOLID_NOT_STANDABLE - Players can't stand on this.
To do: What happens when they try to?
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FSOLID_VOLUME_CONTENTS - Contains a volumetric substance like water.
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FSOLID_FORCE_WORLD_ALIGNED - Forces the collision rep to be world-aligned even if it's
SOLID_BSPorSOLID_VPHYSICS.
To do
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FSOLID_USE_TRIGGER_BOUNDS - Uses a special trigger bounds separate from the normal OBB.
To do
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FSOLID_ROOT_PARENT_ALIGNED - Collisions are defined in the root parent's local coordinate space.
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FSOLID_TRIGGER_TOUCH_DEBRIS - This
FSOLID_TRIGGERentity will alsoTouch()debris objects.
