Entity:PhysicsInitShadow
boolean Entity:PhysicsInitShadow( boolean allowPhysicsMovement = true, boolean allowPhysicsRotation = true )
Description
Initializes the entity's physics object as a physics shadow. Removes the previous physics object if successful. This is used internally for the Player's and NPC's physics object, and certain HL2 entities such as the crane.
A physics shadow can be used to have static entities that never move by setting both arguments to false.
The created physics object will depend on the entity's solidity SOLID_NONE
will not create a physics object, SOLID_BBOX
will create a Axis-Aligned BBox one, SOLID_OBB
will create Orientated Bounding Box one, and anything else will use the models' physics mesh.
Clientside physics objects are broken and do not move properly in some cases. Physics objects should only created on the server or you will experience incorrect physgun beam position, prediction issues, and other unexpected behavior.
A workaround is available on the Entity:PhysicsInitConvex page.
Issue Tracker: 5060