Entity/PhysicsInit

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 Entity:PhysicsInit( )

Description

Initializes the physics object of the entity using its current model. Deletes the previous physics object if it existed and the new object creation was successful.

If the entity's current model has no physics mesh associated to it, no physics object will be created and the previous object will still exist, if applicable.

NOTE

When called clientside, this will not create a valid PhysObj if the model hasn't been precached serverside.

NOTE

If successful, this function will automatically call Entity:SetSolid( solidType ) and Entity:SetSolidFlags( 0 ).

BUG

Clientside physics objects are broken and do not move properly in some cases. Physics objects should only created on the server or you will experience incorrect physgun beam position, prediction issues, and other unexpected behavior.

Arguments

number solidType

The solid type of the physics object to create, see SOLID_ Enums. Should be SOLID_VPHYSICS in most cases.

NOTE

Using SOLID_NONE will only delete the current physics object - it does not create a new one.

Returns

boolean

Returns true on success, false otherwise.
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