Files
tbd-station-14/Content.Shared/Physics/CollisionGroup.cs
Swept c7482140e1 Nukes any mention of CollisionGroup.Clickable (#3782)
* Initial

* Typo

* Update integer references

* Applied Reviews

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-04-08 21:44:20 +10:00

35 lines
1.5 KiB
C#

#nullable enable
using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
using RobustPhysics = Robust.Shared.Physics;
namespace Content.Shared.Physics
{
/// <summary>
/// Defined collision groups for the physics system.
/// </summary>
[Flags, PublicAPI]
[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
public enum CollisionGroup
{
None = 0,
Opaque = 1 << 0, // 1 Blocks light, for lasers
Impassable = 1 << 1, // 2 Walls, objects impassable by any means
MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table
GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
Underplating = 1 << 6, // 64 Things that are under plating
Passable = 1 << 7, // 128 Things that are passable
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
ThrownItem = MobImpassable | Impassable,
// 32 possible groups
AllMask = -1,
}
}