SetSolidFlags()
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SetSolidFlags() defines various flags that affect the precise nature of an entity's solidity. It is used in conjunction with SetSolid().
Call IsSolidFlagSet() to test for existing flags.
SetSolidFlags(FSOLID_NOT_SOLID | FSOLID_TRIGGER) generates Touch() calls without colliding with other objects. This is the behaviour of triggers.Flags
FSOLID_CUSTOMRAYTEST- Ignore solid type + always call into the entity for ray tests. [Todo]
FSOLID_CUSTOMBOXTEST- Ignore solid type + always call into the entity for swept box tests. [Todo]
FSOLID_NOT_SOLID- Allows entity to go non-solid without losing its underlying solid type. Todo: Any different to
SOLID_NONE? FSOLID_TRIGGERTouch()is triggered even if collisions are disabled.FSOLID_NOT_STANDABLE- Players can't stand on this. Todo: What happens when they try to?
FSOLID_VOLUME_CONTENTS- Contains a volumetric substance like water.
FSOLID_FORCE_WORLD_ALIGNED- Forces the collision rep to be world-aligned even if it's
SOLID_BSPorSOLID_VPHYSICS. [Todo] FSOLID_USE_TRIGGER_BOUNDS- Uses a special trigger bounds separate from the normal OBB. [Todo]
FSOLID_ROOT_PARENT_ALIGNED- Collisions are defined in the root parent's local coordinate space.
FSOLID_TRIGGER_TOUCH_DEBRIS- This
FSOLID_TRIGGERentity will alsoTouch()debris objects.