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 10:37, 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:CBaseAnimatingwill 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_OBBSOLID_OBB_YAW- The entity collides with an object-aligned bounding box.
Bug:"Not implemented yet". [todo tested in ?]OBB_YAWrestricts orientation to Z-axis. SOLID_CUSTOMTestCollision()is called every frame to handle collisions.SOLID_VPHYSICS- Use VPhysics for collisions. Call
VPhysicsInitNormal()orVPhysicsInitShadow()if you use this!