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cristian20042
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Join Date: Jun 2016
Location: Romania
Old 01-14-2021 , 05:00   Re: [CS:GO] Weapon goes through solid wall
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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(clientProp_Data"m_CollisionGroup"flag); 
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