Ent watery leech: Difference between revisions
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Risk of Confusion:This entity is not an NPC, it is a simple animated model.
Half-Life: Source and
Black Mesa have an NPC version of this entity, monster_leech and npc_leech respectively.
MyGamepedia (talk | contribs) No edit summary |
Le Glaconus (talk | contribs) (cleanup) |
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{{Ent not in fgd|nolink=1}} | {{Ent not in fgd|nolink=1}} | ||
{{CD|CWateryDeathLeech|file1=hl2_triggers.cpp}} | {{CD|CWateryDeathLeech|file1=hl2_triggers.cpp}} | ||
{{ | {{confusion|This entity is not an [[NPC]], it is a simple animated model. {{hls|4}} and {{bms|4}} have an [[NPC]] version of this entity, {{ent|monster_leech|game=GoldSrc}} and {{ent|npc_leech}} respectively.}} | ||
{{ | {{this is a|point entity|name=ent_watery_leech|game=Half-Life 2 series|game1=Black Mesa (mod)}} When a player touches {{ent|trigger_waterydeath}}, a multitude of {{ent|ent_watery_leech}} entities will spawn around the player. | ||
== Keyvalues == | |||
{{KV CBaseAnimating|prep2=1|noscroll=1|no model=1|}} | |||
== See also == | |||
* {{ent|trigger_waterydeath}} |
Revision as of 15:31, 18 May 2025
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CWateryDeathLeech |
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ent_watery_leech
is a point entity available in Half-Life 2 series and
Black Mesa (mod). When a player touches trigger_waterydeath, a multitude of ent_watery_leech entities will spawn around the player.
Keyvalues
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.