/*
* Collision groups
* Taken from hl2sdk-ob-valve/public/const.h
*/
enum Collision_Group_t
{
COLLISION_GROUP_NONE = 0,
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
COLLISION_GROUP_INTERACTIVE_DEB, // Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER,
COLLISION_GROUP_BREAKABLE_GLASS,
COLLISION_GROUP_VEHICLE,
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
// TF2, this filters out other players and CBaseObjects
COLLISION_GROUP_NPC, // Generic NPC group
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE, // Projectiles!
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
COLLISION_GROUP_NPC_SCRIPTED // USed for NPCs in scripts that should not collide with each other
};
/**
* Gets the collision group of an entity.
*
* @param entity entity index
* @return Entity collision group.
*/
stock Collision_Group_t:Entity_GetCollisionGroup(entity)
{
return Collision_Group_t:GetEntProp(entity, Prop_Data, "m_CollisionGroup");
}
/**
* Sets the collision group of an entity.
*
* @param entity entity index
* @param value the new collision group.
* @noreturn
*/
stock Entity_SetCollisionGroup(entity, Collision_Group_t:value)
{
SetEntProp(entity, Prop_Data, "m_CollisionGroup", value);
}