SetSolidFlags()
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
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_BSP
orSOLID_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_TRIGGER
entity will alsoTouch()
debris objects.