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();
	}
}