NPC Hull: Difference between revisions

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== tiny_centered_hull ==
== tiny_centered_hull ==
* cpp: SetHullType( HULL_TINY_CENTERED ) : [[npc_manhack]](F), [[npc_basescanner]],(F)
* cpp: SetHullType( HULL_TINY_CENTERED ) : [[npc_manhack]](F), [[npc_cscanner]](F), [[npc_clawscanner]](F)
 


== large_hull ==
== large_hull ==

Revision as of 16:12, 7 March 2008

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This is a list of the NPC Hull types used for nodegraph calculations. They are (currently) listed in the sequence followed by the ai_next_hull command (see ai_show_connect).

Warning.pngWarning:I have included some empirical npc data, however I am only guessing at which NPC Hull they belong to. --Beeswax
Note.pngNote:info_node and info_node_link have spawnflags corresponding to each NPC Hull type; eg 2 : "Force small_centered permission" : 0 and 2 : "Force small_centered connect" : 0 respectively.
Note.pngNote:The player's Hull and Viewpoint are defined by CViewVectors g_DefaultViewVectors in gamerules.cpp


human_hull

small_centered_hull

wide_human_hull


tiny_hull


wide_short_hull

medium_hull

tiny_centered_hull

large_hull


large_centered_hull


medium_tall_hull

  • cpp: SetHullType( HULL_MEDIUM_TALL ): npc_hunter(G)


gargtest_hull

  • cpp: SetHullType( HULL_GARGTEST ): apparently unused.