Thanks.  I ended up changing CItem::PhysicsSolidMaskForEntity() to not
add CONTENTS_PLAYERCLIP.




On Fri, Apr 18, 2014 at 1:58 PM, Krzysztof Lesiak <wave....@hotmail.com>wrote:

>  Well, from what I’ve seen in the code so far, there are many ways to
> change collision behavior; you could use e.g. entity flags, entity physics
> flags or collision groups. I’m not sure which one provides the
> functionality you need, but I have just found out something that might help
> you a little bit further: a normal item, e.g. item_healthkit is blocked,
> while npc_grenade_frag can pass through the player clip.
> You could take a look at grenade_frag.cpp and compare it with
> item_healthkit.cpp to see, which flags have been set.
>
> Hope that helps
> --Krzysztof
>
> *From:* Foo Bar <fooba...@gmail.com>
> *Sent:* ‎Friday‎, ‎18‎ ‎April‎, ‎2014 ‎20‎:‎18
> *To:* hlcoders@list.valvesoftware.com
>
> Hello,
>
> I'm trying to work out how to allow CItem entities through a player clip
> in a map, but I can't quite work out how the item is blocked when it
> touches the clip.
>
> Can someone point me in the right direction?
>
> Thanks
>
> foo
>
>
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