SetSolid(): Difference between revisions
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; <code>SOLID_NONE</code> | ; <code>SOLID_NONE</code> | ||
: {{bug|<code>[[CBaseAnimating]]</code> will interact weirdly with brushes if this | : {{bug|<code>[[CBaseAnimating]]</code> will interact weirdly with brushes if set to this.}} The entity does not collide. {{todo|Differences from <code>[[SetSolidFlags()|FSOLID_NOT_SOLID]]</code>?}} | ||
; <code>SOLID_BSP</code> | ; <code>SOLID_BSP</code> | ||
: The entity has a [[brush]] model. | : The entity has a [[brush]] model. |
Revision as of 11:37, 3 September 2009
SetSolid()
defines the manner in which collisions between this entity and others are handled. SetSolidFlags()
can be used to tweak behaviour further.
SolidTypes
SOLID_NONE
- The entity does not collide.
Bug:
CBaseAnimating
will interact weirdly with brushes if set to this. [todo tested in ?]Todo: Differences fromFSOLID_NOT_SOLID
? SOLID_BSP
- The entity has a brush model.
SOLID_BBOX
- The entity collides with an axis-aligned bounding box. Required for hitbox tests.
SOLID_OBB
SOLID_OBB_YAW
- The entity collides with an object-aligned bounding box.
Bug:"Not implemented yet". [todo tested in ?]
OBB_YAW
restricts orientation to Z-axis. SOLID_CUSTOM
TestCollision()
is called every frame to handle collisions.SOLID_VPHYSICS
- Use VPhysics for collisions. Call
VPhysicsInitNormal()
orVPhysicsInitShadow()
if you use this!