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 is used.}} The entity does not collide. {{todo|Differences from <code>[[SetSolidFlags()|FSOLID_NOT_SOLID]]</code>?}}
: {{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
Icon-Bug.pngBug:CBaseAnimating will interact weirdly with brushes if set to this.  [todo tested in ?]
The entity does not collide.
Todo: Differences from FSOLID_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
Icon-Bug.pngBug:"Not implemented yet".  [todo tested in ?]
The entity collides with an object-aligned bounding box. 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() or VPhysicsInitShadow() if you use this!

See also