Found the error, I didn't set the collision group of the forcefield. Still
don't understand why not setting the collision group would have different
behavior between server and client, but oh well :)

> Hey all!
>
> I'm trying to work on our forcefields which basically blocks players from
> all teams but one. I've implemented a custom tracefilter. Atm I'm doing
> tests with the passed entities classname (rude, I know, just testing), but
> I'm running into a bit of a problem.
>
> Clientside everything works fine, whenever I'm running into the forcefield
> the classname is the classname of my entity. However, serverside, no
> matter what I run into (world, cars, other objects, forcefield), it seems
> the entity handle passed to the
>
> ShouldHitEntity(
> IHandleEntity *pServerEntity,
> int contentsMask
> )
>
> function is always the player. Anyone here with more information on why
> this could be the case?
>
> Ingame I hit the object smoothly without the filter and I "shake" along it
> when I enable the filter, which shows me it works as wanted clientside but
> not serverside.
>
> Thanks for any help,
>
> -- Maarten
>
>
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