Fixed it myself. Make sure you set the collision group on the entity before you 
call CreateVPhysics.

From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 4 Mar 2014 22:38:30 +0000
Subject: [hlcoders] Collision checking for vphysics objects




Hello!
I have an animated door in my mod that uses physics with bone followers, but I 
wanted some entities to be able to pass through this, and it be solid to the 
rest of them. I give the door and the entities that will pass through the door 
their own collisiongroups, but it seems CHalfLife2::ShouldCollide does not 
check the collisions of vphysics objects? I confirmed this theory by setting 
another non-vphysics object to have the door collision group and hooked up a 
debug message like so:
        if (collisionGroup0 == HL2COLLISION_GROUP_DOORS || collisionGroup1 == 
HL2COLLISION_GROUP_DOORS)         Msg( "Checking collision for doors!\n");
I got the debug message in the console only when touching the non-vphysics 
object. Where is collision checking done for vphysics objects, therefore?
Thanks,James                                      

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