SetSolidFlags()
		
		
		
		
		
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		 Tip:An entity with
Tip:An entity with 
		
	
SetSolidFlags() implements various flags that affect the precise nature of an entity's solidity. It is used in conjunction with SetSolid().
 Tip:An entity with
Tip:An entity with SetSolidFlags(FSOLID_NOT_SOLID | FSOLID_TRIGGER) generates Touch() calls without colliding with other objects. This is the behaviour of triggers.Other functions
- void AddSolidFlags()
- void RemoveSolidFlags()
- Adds or removes flags without affecting those already active.
- bool IsSolidFlagSet()
- Tests whether a particular flag is set.
- int GetSolidFlags()
- Get the complete SolidFlags bitstring.
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
- Entity becomes non-solid (without losing its underlying SolidType). prop_dynamic entities set to SOLID_NONE are upgraded to SOLID_OBB and FSOLID_NOT_SOLID when Spawned so that the bounding box will properly rotate.
- FSOLID_TRIGGER
- Touch()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.