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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 COLLISION_GROUP_PZ_CLIP, //PORTAL2 COLLISION_GROUP_CAMERA_SOLID, // Solid only to the camera's test trace COLLISION_GROUP_PLACEMENT_SOLID, // Solid only to the placement tool's test trace COLLISION_GROUP_PLAYER_HELD, // Held objects that shouldn't collide with players COLLISION_GROUP_WEIGHTED_CUBE, // Cubes need a collision group that acts roughly like COLLISION_GROUP_NONE but doesn't collide with debris or interactive //PORTAL2 end COLLISION_GROUP_DEBRIS_BLOCK_PROJECTILE, // Only collides with bullets LAST_SHARED_COLLISION_GROUP