Collision groups: Difference between revisions
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COLLISION_GROUP_NONE = 0, | COLLISION_GROUP_NONE = 0, | ||
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff | COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff | ||
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers | COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers | ||
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris | COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris | ||
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris | COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris | ||
COLLISION_GROUP_PLAYER, | COLLISION_GROUP_PLAYER, | ||
COLLISION_GROUP_BREAKABLE_GLASS, | COLLISION_GROUP_BREAKABLE_GLASS, | ||
COLLISION_GROUP_VEHICLE, | COLLISION_GROUP_VEHICLE, | ||
COLLISION_GROUP_PLAYER_MOVEMENT, | COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for | ||
// TF2, this filters out other players and CBaseObjects | |||
COLLISION_GROUP_NPC, // Generic NPC group | COLLISION_GROUP_NPC, // Generic NPC group | ||
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle | COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle | ||
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection | COLLISION_GROUP_WEAPON, // for any weapons that need collision detection | ||
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement | COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement | ||
COLLISION_GROUP_PROJECTILE, // Projectiles! | COLLISION_GROUP_PROJECTILE, // Projectiles! | ||
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors | COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors | ||
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with | COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with | ||
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group | COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group | ||
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code | COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code | ||
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player. | COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player. | ||
COLLISION_GROUP_NPC_SCRIPTED, // | COLLISION_GROUP_NPC_SCRIPTED, // Used for NPCs in scripts that should not collide with each other | ||
</source> | </source> |
Revision as of 00:24, 7 April 2011
From public/const.h
COLLISION_GROUP_NONE = 0,
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER,
COLLISION_GROUP_BREAKABLE_GLASS,
COLLISION_GROUP_VEHICLE,
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
// TF2, this filters out other players and CBaseObjects
COLLISION_GROUP_NPC, // Generic NPC group
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE, // Projectiles!
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
COLLISION_GROUP_NPC_SCRIPTED, // Used for NPCs in scripts that should not collide with each other