void CPhysicsEntitySolver::Spawn() { SetNextThink( gpGlobals->curtime + m_separationDuration ); PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker ); m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup(); m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); if ( m_hPhysicsBlocker->VPhysicsGetObject() ) { m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints(); } }