forked from UNLOZE/sm-plugins
SetCollisionGroup: Initial Commit
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#if defined _SetCollisionGroup_included
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#endinput
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#endif
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#define _SetCollisionGroup_included
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//https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/public/const.h#L397
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/*enum COLLISION_GROUP
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{
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COLLISION_GROUP_NONE = 0,
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COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
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COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
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COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
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COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
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COLLISION_GROUP_PLAYER,
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COLLISION_GROUP_BREAKABLE_GLASS,
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COLLISION_GROUP_VEHICLE,
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COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
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// TF2, this filters out other players and CBaseObjects
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COLLISION_GROUP_NPC, // Generic NPC group
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COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
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COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
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COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
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COLLISION_GROUP_PROJECTILE, // Projectiles!
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COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
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COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
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COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
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COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
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COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
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COLLISION_GROUP_NPC_SCRIPTED, // USed for NPCs in scripts that should not collide with each other
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}*/
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/**
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* Sets a entity collision group
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*
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* @param entity The entity index.
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* @param group The group index.
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*
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* no return
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*/
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native void SetCollisionGroup(int entity, int group);
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public SharedPlugin __pl_PlayerManager =
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{
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name = "SetCollisionGroup",
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file = "SetCollisionGroup.smx",
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#if defined REQUIRE_PLUGIN
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required = 1
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#else
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required = 0
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#endif
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};
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#if !defined REQUIRE_PLUGIN
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public void __pl_PlayerManager_SetNTVOptional()
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{
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MarkNativeAsOptional("SetCollisionGroup");
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}
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#endif
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