ent_watery_leech
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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.
Warning:
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CWateryDeathLeech |
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ent_watery_leech
is a model entity available in Half-Life 2 series and
Black Mesa (mod).

- The {{{game1}}} parameter is inconsistent with the name defined by the {{Black Mesa (mod)}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Black Mesa (mod).
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
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.