Revision Difference
Enums/CLASS#516408
<cat>enum</cat>
<enum>
<description>Enumerations used by <page>NPC:Classify</page>.</description>
<items>
<item key="CLASS_NONE" value="0">None - default class for entities.</item>⤶
<item key="CLASS_PLAYER" value="1">Players.</item>⤶
<item key="CLASS_PLAYER_ALLY" value="2">HL2 player allies - monster_barney, npc_citizen, hacked npc_manhack, and friendly npc_turret_floor.</item>⤶
<item key="CLASS_PLAYER_ALLY_VITAL" value="3">HL2 vital player allies - npc_magnusson, npc_gman, npc_fisherman, npc_eli, npc_barney, npc_kleiner, npc_mossman, npc_alyx, npc_monk, npc_dog, and npc_vortigaunt at the end of EP2 (controlled by "MakeGameEndAlly" input).</item>⤶
<item key="CLASS_ANTLION" value="4">HL2 antlions - npc_antlion, npc_antlionguard, and npc_ichthyosaur.</item>⤶
<item key="CLASS_BARNACLE" value="5">HL2 barnacles - npc_barnacle.</item>⤶
<item key="CLASS_BULLSEYE" value="6">HL2 bullseyes - npc_bullseye.</item>⤶
<item key="CLASS_CITIZEN_PASSIVE" value="7">HL2 passive/non-rebel citizens - npc_citizen in the beginning of HL2.</item>⤶
<item key="CLASS_CITIZEN_REBEL" value="8">HL2 unused.</item>⤶
<item key="CLASS_COMBINE" value="9">HL2 combine troops - npc_combine, npc_advisor, apc_missile, npc_apcdriver, hostile npc_turret_floor, hostile npc_rollermine, npc_turret_ground when active, npc_turret_ceiling when active, and npc_strider when active (not being carried by the gunship).</item>⤶
<item key="CLASS_COMBINE_GUNSHIP" value="1">0|HL2 combine aircrafts - npc_combinegunship, npc_combinedropship, and npc_helicopter.</item>⤶
<item key="CLASS_CONSCRIPT" value="1">1|HL2 unused.</item>⤶
<item key="CLASS_HEADCRAB" value="1">2|HL2 headcrabs - visible npc_headcrab.</item>⤶
<item key="CLASS_MANHACK" value="1">3|HL2 manhacks - hostile npc_manhack not held by the gravity gun.</item>⤶
<item key="CLASS_METROPOLICE" value="1">4|HL2 metro police - npc_metropolice and npc_vehicledriver.</item>⤶
<item key="CLASS_MILITARY" value="1">5|HL2 combine military objects - func_guntarget, npc_spotlight, and active npc_combine_camera.</item>⤶
<item key="CLASS_SCANNER" value="1">6|HL2 combine scanners - npc_cscanner and npc_clawscanner.</item>⤶
<item key="CLASS_STALKER" value="1">7|HL2 stalkers - npc_stalker.</item>⤶
<item key="CLASS_VORTIGAUNT" value="1">8|HL2 vortigaunts - npc_vortigaunt before the end of EP2 (controlled by "MakeGameEndAlly" input).</item>⤶
<item key="CLASS_ZOMBIE" value="1">9|HL2 zombies - unslumped npc_zombie, npc_poisonzombie, npc_fastzombie, npc_fastzombie_torso, and npc_zombine.</item>⤶
<item key="CLASS_PROTOSNIPER" value="2">0|HL2 snipers - npc_sniper and proto_sniper.</item>⤶
<item key="CLASS_MISSILE" value="2">1|HL2 missiles - rpg_missile, apc_missile, and grenade_pathfollower.</item>⤶
<item key="CLASS_FLARE" value="2">2|HL2 flares - env_flare.</item>⤶
<item key="CLASS_EARTH_FAUNA" value="2">3|HL2 animals - npc_crow, npc_seagull, and npc_pigeon.</item>⤶
<item key="CLASS_HACKED_ROLLERMINE" value="2">4|HL2 friendly rollermines - hacked npc_rollermine.</item>⤶
<item key="CLASS_COMBINE_HUNTER" value="2">5|HL2 hunters - npc_hunter.</item>⤶
<item key="CLASS_MACHINE" value="2">6|HL:S turrets - monster_turret, monster_miniturret, monster_sentry.</item>⤶
<item key="CLASS_HUMAN_PASSIVE" value="2">7|HL:S friendly humans - monster_scientist.</item>⤶
<item key="CLASS_HUMAN_MILITARY" value="2">8|HL:S human military - monster_human_grunt and monster_apache.</item>⤶
<item key="CLASS_ALIEN_MILITARY" value="2">9|HL:S alien military - monster_alien_controller, monster_vortigaunt, monster_alien_grunt, monster_nihilanth, and monster_snark if it has an enemy of class CLASS_PLAYER, CLASS_HUMAN_PASSIVE, or CLASS_HUMAN_MILITARY.</item>⤶
<item key="CLASS_ALIEN_MONSTER" value="3">0|HL:S monsters - monster_tentacle, monster_barnacle, monster_zombie, monster_gargantua, monster_houndeye, monster_ichthyosaur, and monster_bigmomma.</item>⤶
<item key="CLASS_ALIEN_PREY" value="3">1|HL:S headcrabs - monster_headcrab.</item>⤶
<item key="CLASS_ALIEN_PREDATOR" value="3">2|HL:S alien predators - monster_bullsquid, xen_tree, and xen_hull.</item>⤶
<item key="CLASS_INSECT" value="3">3|HL:S insects - montser_roach and monster_leech.</item>⤶
<item key="CLASS_PLAYER_BIOWEAPON" value="3">4|HL:S player bioweapons - hornet fired by a player.</item>⤶
<item key="CLASS_ALIEN_BIOWEAPON" value="3">5|HL:S enemy bioweapons - hornet fired by anyone but a player, or monster_snark with no enemy or an enemy without the class CLASS_PLAYER, CLASS_HUMAN_PASSIVE, or CLASS_HUMAN_MILITARY.</item>⤶
<item key="CLASS_NONE" value="0|None - default class for entities."></item>⤶
<item key="CLASS_PLAYER" value="1|Players."></item>⤶
<item key="CLASS_PLAYER_ALLY" value="2|HL2 player allies - monster_barney, npc_citizen, hacked npc_manhack, and friendly npc_turret_floor."></item>⤶
<item key="CLASS_PLAYER_ALLY_VITAL" value="3|HL2 vital player allies - npc_magnusson, npc_gman, npc_fisherman, npc_eli, npc_barney, npc_kleiner, npc_mossman, npc_alyx, npc_monk, npc_dog, and npc_vortigaunt at the end of EP2 (controlled by "MakeGameEndAlly" input)."></item>⤶
<item key="CLASS_ANTLION" value="4|HL2 antlions - npc_antlion, npc_antlionguard, and npc_ichthyosaur."></item>⤶
<item key="CLASS_BARNACLE" value="5|HL2 barnacles - npc_barnacle."></item>⤶
<item key="CLASS_BULLSEYE" value="6|HL2 bullseyes - npc_bullseye."></item>⤶
<item key="CLASS_CITIZEN_PASSIVE" value="7|HL2 passive/non-rebel citizens - npc_citizen in the beginning of HL2."></item>⤶
<item key="CLASS_CITIZEN_REBEL" value="8|HL2 unused."></item>⤶
<item key="CLASS_COMBINE" value="9|HL2 combine troops - npc_combine, npc_advisor, apc_missile, npc_apcdriver, hostile npc_turret_floor, hostile npc_rollermine, npc_turret_ground when active, npc_turret_ceiling when active, and npc_strider when active (not being carried by the gunship)."></item>⤶
<item key="CLASS_COMBINE_GUNSHIP" value="10|HL2 combine aircrafts - npc_combinegunship, npc_combinedropship, and npc_helicopter."></item>⤶
<item key="CLASS_CONSCRIPT" value="11|HL2 unused."></item>⤶
<item key="CLASS_HEADCRAB" value="12|HL2 headcrabs - visible npc_headcrab."></item>⤶
<item key="CLASS_MANHACK" value="13|HL2 manhacks - hostile npc_manhack not held by the gravity gun."></item>⤶
<item key="CLASS_METROPOLICE" value="14|HL2 metro police - npc_metropolice and npc_vehicledriver."></item>⤶
<item key="CLASS_MILITARY" value="15|HL2 combine military objects - func_guntarget, npc_spotlight, and active npc_combine_camera."></item>⤶
<item key="CLASS_SCANNER" value="16|HL2 combine scanners - npc_cscanner and npc_clawscanner."></item>⤶
<item key="CLASS_STALKER" value="17|HL2 stalkers - npc_stalker."></item>⤶
<item key="CLASS_VORTIGAUNT" value="18|HL2 vortigaunts - npc_vortigaunt before the end of EP2 (controlled by "MakeGameEndAlly" input)."></item>⤶
<item key="CLASS_ZOMBIE" value="19|HL2 zombies - unslumped npc_zombie, npc_poisonzombie, npc_fastzombie, npc_fastzombie_torso, and npc_zombine."></item>⤶
<item key="CLASS_PROTOSNIPER" value="20|HL2 snipers - npc_sniper and proto_sniper."></item>⤶
<item key="CLASS_MISSILE" value="21|HL2 missiles - rpg_missile, apc_missile, and grenade_pathfollower."></item>⤶
<item key="CLASS_FLARE" value="22|HL2 flares - env_flare."></item>⤶
<item key="CLASS_EARTH_FAUNA" value="23|HL2 animals - npc_crow, npc_seagull, and npc_pigeon."></item>⤶
<item key="CLASS_HACKED_ROLLERMINE" value="24|HL2 friendly rollermines - hacked npc_rollermine."></item>⤶
<item key="CLASS_COMBINE_HUNTER" value="25|HL2 hunters - npc_hunter."></item>⤶
<item key="CLASS_MACHINE" value="26|HL:S turrets - monster_turret, monster_miniturret, monster_sentry."></item>⤶
<item key="CLASS_HUMAN_PASSIVE" value="27|HL:S friendly humans - monster_scientist."></item>⤶
<item key="CLASS_HUMAN_MILITARY" value="28|HL:S human military - monster_human_grunt and monster_apache."></item>⤶
<item key="CLASS_ALIEN_MILITARY" value="29|HL:S alien military - monster_alien_controller, monster_vortigaunt, monster_alien_grunt, monster_nihilanth, and monster_snark if it has an enemy of class CLASS_PLAYER, CLASS_HUMAN_PASSIVE, or CLASS_HUMAN_MILITARY."></item>⤶
<item key="CLASS_ALIEN_MONSTER" value="30|HL:S monsters - monster_tentacle, monster_barnacle, monster_zombie, monster_gargantua, monster_houndeye, monster_ichthyosaur, and monster_bigmomma."></item>⤶
<item key="CLASS_ALIEN_PREY" value="31|HL:S headcrabs - monster_headcrab."></item>⤶
<item key="CLASS_ALIEN_PREDATOR" value="32|HL:S alien predators - monster_bullsquid, xen_tree, and xen_hull."></item>⤶
<item key="CLASS_INSECT" value="33|HL:S insects - montser_roach and monster_leech."></item>⤶
<item key="CLASS_PLAYER_BIOWEAPON" value="34|HL:S player bioweapons - hornet fired by a player."></item>⤶
<item key="CLASS_ALIEN_BIOWEAPON" value="35|HL:S enemy bioweapons - hornet fired by anyone but a player, or monster_snark with no enemy or an enemy without the class CLASS_PLAYER, CLASS_HUMAN_PASSIVE, or CLASS_HUMAN_MILITARY."></item>⤶
</items>
</enum>