ENUM |
NUM |
Description |
COLLISION_GROUP_NONE |
0 |
Normal |
COLLISION_GROUP_DEBRIS |
1 |
Collides with nothing but world and static stuff |
COLLISION_GROUP_DEBRIS_TRIGGER |
2 |
Same as debris, but hits triggers. Useful for an item that can be shot, but doesn't collide. |
COLLISION_GROUP_INTERACTIVE_DEBRIS |
3 |
Collides with everything except other interactive debris or debris |
COLLISION_GROUP_INTERACTIVE |
4 |
Collides with everything except interactive debris or debris |
COLLISION_GROUP_PLAYER |
5 |
|
COLLISION_GROUP_BREAKABLE_GLASS |
6 |
NPCs can see straight through an Entity with this applied. |
COLLISION_GROUP_VEHICLE |
7 |
|
COLLISION_GROUP_PLAYER_MOVEMENT |
8 |
For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects |
COLLISION_GROUP_NPC |
9 |
Generic NPC group |
COLLISION_GROUP_IN_VEHICLE |
10 |
Doesn't collide with anything, no traces |
COLLISION_GROUP_WEAPON |
11 |
Doesn't collide with players and vehicles |
COLLISION_GROUP_VEHICLE_CLIP |
12 |
Only collides with vehicles |
COLLISION_GROUP_PROJECTILE |
13 |
|
COLLISION_GROUP_DOOR_BLOCKER |
14 |
Blocks entities not permitted to get near moving doors |
COLLISION_GROUP_PASSABLE_DOOR |
15 |
Lets the Player through, nothing else. |
COLLISION_GROUP_DISSOLVING |
16 |
Things that are dissolving are in this group |
COLLISION_GROUP_PUSHAWAY |
17 |
Nonsolid on client and server, pushaway in player code |
COLLISION_GROUP_NPC_ACTOR |
18 |
Used so NPCs in scripts ignore the player |
COLLISION_GROUP_NPC_SCRIPTED |
19 |
Used for NPCs in scripts that should not collide with each other |
LAST_SHARED_COLLISION_GROUP |
20 |
Amount of COLLISION_GROUP_ enumerations |