ent_watery_leech

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Ent watery leech.png
Icon-callout-not-in-fgd.png
This entity is not in the FGD by default.
It should not be put directly in a map.
C++ Class hierarchy
CWateryDeathLeech
↳CBaseAnimating
↳CBaseEntity
C++ hl2_triggers.cpp
Warning.pngRisk of Confusion:This entity is not an NPC, it is a simple animated model. Half-Life: Source Half-Life: Source and Black Mesa Black Mesa have NPC versions of this entity, being monster_leech and npc_leech respectively.

ent_watery_leech is a model entity available in Half-Life 2 series Half-Life 2 series and Black Mesa (mod) Black Mesa (mod). When a player touches trigger_waterydeath, a multitude of ent_watery_leech entities will spawn around the player.

Keyvalues

CBaseAnimating:

Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip: Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float>
A multiplier for the size of the model.
Tip.pngTip: In Hammer++ 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.pngNote: 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.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.


See also