entity, var group)
the entity's physics collision group, and also its group parameter. Physics collision detection is disabled for objects of the same group number,
except for groups 0 and 1. Thus if you want two objects to not have
collision detection with each other, set them to the same group of
2 or higher.
registered Entity pointer (Actor)
new collision group number of the object, 2 or above
Nonzero if successful, 0
- Groups 0 and 1 are reserved. New physics objects are always assigned to group 1,
yet can also collide with each other.
// player collides with bot and forcefield, but bot can walk through the forcefield
pXent_setgroup( player, 2 );
pXent_setgroup( forcefield, 4 );
pXent_setgroup( patrolling_bot, 4 );