You can't always set a breakpoint in callbacks from the closed-source engine.  
I'm not really sure why, but I've noticed, during my extensive time spent 
trying to debug the closed-source vphysics.dll that it doesn't always work.  
The stack trace gets messed up, presumably by inlined code that lacks symbols.

At 2006/05/30 08:05 AM, Tony \"omega\" Sergi wrote:
>Hey, I have an issue with collision.
>
>Alright, I have a prop (model based) which has vphysics collision, it has
>it's own collisiongroup. I have another entity, a brush entity (like
>func_door) that moves, and again, has it's own collisiongroup.
>
>ShouldCollide has all the necessary checks and whatnot, but when debugging,
>I've found that shouldcollide is never being tested, yet the door collides
>with the prop, and gets stopped; however, it's blocked function doesn't even
>get called!
>
>Anyone (valve in particular) have any idea why this is happening? My guess
>is that it's being blocked by vphysics inside the engine itself, before it
>even gets passed down to the mod, but I'm not sure, as no debug output _or_
>devmessaging ever gets called when it collides. I've even tried putting
>breakpoints in the code that creates the blocker list, the blocker code
>doesn't even get called either, yet the door still stops. If I move the door
>away from the prop, it moves fully.
>
>Any  ideas?
>
>
>--------------
>-- omega
>Heroes of Excelsior
>http://www.heroesofexcelsior.com
>Blackened Interactive
>http://www.blackened-interactive.com
>
>
>
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