PHP Code:
enum SolidType_t
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5, // Always call into the entity for tests
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
SOLID_LAST,
};
Try each of these. If it's not working, try with SetEntProp(client, Prop_Data, "m_CollisionGroup", NUMBER);
PHP Code:
enum COLISIONS_GROPUS
{
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_DEBRIS, // 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
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.
}
...
SetEntProp(client, Prop_Data, "m_CollisionGroup", flag);
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