ent_watery_leech
		
		
		
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| CWateryDeathLeech | 
ent_watery_leech  is a   model 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 bodyandSetBodyGroupare present (even if set to 0),bodywill 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.