LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple );

I see trigger_multiple...

It's in triggers.cpp, server project.

Michael Tilden wrote:
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[ Picked text/plain from multipart/alternative ]
I was just wondering why these are missing from the SDK, I need to see code
from them to understand how a player can activate brushes that aren't
physical or seen with StartTouch/EndTouch/Touch.

I'm trying to make a brush entity like a trigger but more dynamic but I
can't seem to get it to work using

SetSolid( SOLID_NONE )
SetMoveType( MOVETYPE_NONE )
SetCollisionGroup( COLLISION_GROUP_NONE )

Also doesn't work with SetSolid( SOLID_BSP )

I've tried various configurations and If I make it solid but also not, in a
way, it triggers the StartTouch but only until the engine says hey he wants
to go through and then it becomes not solid but won't trigger StartTouch
anymore.

So again, how can I trigger a brush entity like a func_trigger(_multiple)
without it being seen or solid?

Thanks in advance.
--

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