Collision groups

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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