CollisionGroup
Enum CollisionGroup
Namespace: SwiftlyS2.Shared.Natives
Assembly: SwiftlyS2.CS2.dll
public enum CollisionGroup : byteFields
- 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