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Enums/COLLISION_GROUP#516352

<cat>enum</cat> <enum> <description>Enumerations used by <page>Entity:SetCollisionGroup</page> and <page>Entity:GetCollisionGroup</page>.</description> <items> <item key="COLLISION_GROUP_NONE" value="0">Normal</item> <item key="COLLISION_GROUP_DEBRIS" value="1">Collides with nothing but world and static stuff</item> <item key="COLLISION_GROUP_DEBRIS_TRIGGER" value="2">Same as debris, but hits triggers. Useful for an item that can be shot, but doesn't collide.</item> <item key="COLLISION_GROUP_INTERACTIVE_DEBRIS" value="3">Collides with everything except other interactive debris or debris</item> <item key="COLLISION_GROUP_INTERACTIVE" value="4">Collides with everything except interactive debris or debris</item> <item key="COLLISION_GROUP_PLAYER" value="5⤶ <item key="COLLISION_GROUP_PLAYER" value="5"></item>⤶ <item key="COLLISION_GROUP_BREAKABLE_GLASS" value="6">NPCs can see straight through an Entity with this applied.</item>⤶ <item key="COLLISION_GROUP_VEHICLE" value="7"></item>⤶ <item key="COLLISION_GROUP_PLAYER_MOVEMENT" value="8">For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects</item>⤶ <item key="COLLISION_GROUP_NPC" value="9"></item>⤶ <item key="COLLISION_GROUP_IN_VEHICLE" value="1">0|Doesn't collide with anything, no traces</item>⤶ <item key="COLLISION_GROUP_WEAPON" value="1">1|Doesn't collide with players and vehicles</item>⤶ <item key="COLLISION_GROUP_VEHICLE_CLIP" value="1">2|Only collides with vehicles</item>⤶ <item key="COLLISION_GROUP_PROJECTILE" value="1">3</item>⤶ <item key="COLLISION_GROUP_DOOR_BLOCKER" value="1">4|Blocks entities not permitted to get near moving doors</item>⤶ <item key="COLLISION_GROUP_PASSABLE_DOOR" value="1">5|Let's the Player through, nothing else.</item>⤶ <item key="COLLISION_GROUP_DISSOLVING" value="1">6|Things that are dissolving are in this group</item>⤶ <item key="COLLISION_GROUP_PUSHAWAY" value="1">7|Nonsolid on client and server, pushaway in player code</item>⤶ <item key="COLLISION_GROUP_NPC_ACTOR" value="1">8</item>⤶ <item key="COLLISION_GROUP_NPC_SCRIPTED" value="1">9</item>⤶ <item key="COLLISION_GROUP_WORLD" value="2">0|Doesn't collide with players/props</item>⤶ <item key="LAST_SHARED_COLLISION_GROUP" value="2">1|Amount of COLLISION_GROUP_ enumerations</item>⤶ </items> </enum> {{EnumField">COLLISION_GROUP_BREAKABLE_GLASS|6|NPCs can see straight through an Entity with this applied.</item>⤶ <item key="COLLISION_GROUP_VEHICLE" value="7}}{{EnumField">COLLISION_GROUP_PLAYER_MOVEMENT|8|For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects</item>⤶ <item key="COLLISION_GROUP_NPC" value="9}}{{EnumField">COLLISION_GROUP_IN_VEHICLE|10|Doesn't collide with anything, no traces</item>⤶ <item key="COLLISION_GROUP_WEAPON" value="11">Doesn't collide with players and vehicles</item>⤶ <item key="COLLISION_GROUP_VEHICLE_CLIP" value="12">Only collides with vehicles</item>⤶ <item key="COLLISION_GROUP_PROJECTILE" value="13}}{{EnumField">COLLISION_GROUP_DOOR_BLOCKER|14|Blocks entities not permitted to get near moving doors</item>⤶ <item key="COLLISION_GROUP_PASSABLE_DOOR" value="15">Let's the Player through, nothing else.</item>⤶ <item key="COLLISION_GROUP_DISSOLVING" value="16">Things that are dissolving are in this group</item>⤶ <item key="COLLISION_GROUP_PUSHAWAY" value="17">Nonsolid on client and server, pushaway in player code</item>⤶ <item key="COLLISION_GROUP_NPC_ACTOR" value="18}}{{EnumField">COLLISION_GROUP_NPC_SCRIPTED|19</item>⤶ <item key="COLLISION_GROUP_WORLD" value="20">Doesn't collide with players/props</item>⤶ <item key="LAST_SHARED_COLLISION_GROUP" value="21">Amount of COLLISION_GROUP_ enumerations</item>⤶ ⤶ }}