SwiftlyS2

CollisionGroup

Enum CollisionGroup

Namespace: SwiftlyS2.Shared.Natives

Assembly: SwiftlyS2.CS2.dll

public enum CollisionGroup : byte

Fields

  • Always — Default layer, always collides with everything.
  • BreakableGlass = 9
  • ConditionallySolid — Conditionally solid means that the collision response will be zero or as defined in the table when there are matching interactions
  • Debris — Collides with nothing but world, static stuff and triggers
  • Default = 4
  • Dissolving — Things that are dissolving are in this group
  • DoorBlocker — Blocks entities not permitted to get near moving doors
  • FirstUser — First unreserved collision layer index.
  • InVehicle — for any entity inside a vehicle
  • Interactive — Collides with everything except interactive debris or debris
  • InteractiveDebris — Collides with everything except other interactive debris or debris
  • LastSharedCollisionGroup = 25
  • MaxAllowed = 64
  • NPC — Generic NPC group
  • NPCActor — Used so NPCs in scripts ignore the player.
  • NPCScripted — Used for NPCs in scripts that should not collide with each other
  • Nonphysical — This is how you turn off all collisions for an object - move it to this group
  • PZClip = 23
  • PassableDoor — Doors that the player shouldn't collide with
  • Player = 8
  • PlayerMovement — For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects
  • Projectile — Projectiles!
  • Props = 24
  • Pushaway — Nonsolid on client and server, pushaway in player code
  • Trigger — Trigger layer, never collides with anything, only triggers/interacts. Use when querying for interaction layers.
  • Vehicle = 10
  • VehicleClip — vehicle clip brush to restrict vehicle movement
  • Weapon — for any weapons that need collision detection

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