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Enums/FSOLID#516431

<cat>enum</cat> <enum> <description>Enumerations used by <page>Entity:SetSolidFlags</page> and <page>Entity:GetSolidFlags</page>.</description> <items> <item key="FSOLID_CUSTOMRAYTEST" value="1">Ignore solid type + always call into the entity for ray tests</item>⤶ <item key="FSOLID_CUSTOMBOXTEST" value="2">Ignore solid type + always call into the entity for swept box tests</item>⤶ <item key="FSOLID_NOT_SOLID" value="4">The object is currently not solid</item>⤶ <item key="FSOLID_TRIGGER" value="8">This is something may be collideable but fires touch functions even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)</item>⤶ <item key="FSOLID_NOT_STANDABLE" value="1">6|The player can't stand on this</item>⤶ <item key="FSOLID_VOLUME_CONTENTS" value="3">2|Contains volumetric contents (like water)</item>⤶ <item key="FSOLID_FORCE_WORLD_ALIGNED" value="6">4|Forces the collision representation to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS</item>⤶ <item key="FSOLID_USE_TRIGGER_BOUNDS" value="1">28|Uses a special trigger bounds separate from the normal OBB</item>⤶ <item key="FSOLID_ROOT_PARENT_ALIGNED" value="2">56|Collisions are defined in root parent's local coordinate space</item>⤶ <item key="FSOLID_TRIGGER_TOUCH_DEBRIS" value="5">12|This trigger will touch debris objects</item>⤶ <item key="FSOLID_MAX_BITS" value="1">0|The amount of bits needed to store the all the flags in a variable/sent over network.</item>⤶ <item key="FSOLID_CUSTOMRAYTEST" value="1|Ignore solid type + always call into the entity for ray tests"></item>⤶ <item key="FSOLID_CUSTOMBOXTEST" value="2|Ignore solid type + always call into the entity for swept box tests"></item>⤶ <item key="FSOLID_NOT_SOLID" value="4|The object is currently not solid"></item>⤶ <item key="FSOLID_TRIGGER" value="8|This is something may be collideable but fires touch functions even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)"></item>⤶ <item key="FSOLID_NOT_STANDABLE" value="16|The player can't stand on this"></item>⤶ <item key="FSOLID_VOLUME_CONTENTS" value="32|Contains volumetric contents (like water)"></item>⤶ <item key="FSOLID_FORCE_WORLD_ALIGNED" value="64|Forces the collision representation to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS"></item>⤶ <item key="FSOLID_USE_TRIGGER_BOUNDS" value="128|Uses a special trigger bounds separate from the normal OBB"></item>⤶ <item key="FSOLID_ROOT_PARENT_ALIGNED" value="256|Collisions are defined in root parent's local coordinate space"></item>⤶ <item key="FSOLID_TRIGGER_TOUCH_DEBRIS" value="512|This trigger will touch debris objects"></item>⤶ <item key="FSOLID_MAX_BITS" value="10|The amount of bits needed to store the all the flags in a variable/sent over network."></item>⤶ </items> </enum>