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Enums/CLASS#561679

<enum> <realm>Server</realm> <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="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>⤶ <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 - **Allies** ⤶ - `monster_barney` ⤶ - `npc_citizen` ⤶ - `npc_manhack` ( Hacked ) ⤶ - `npc_turret_floor` ( Friendly )⤶ </item> <item key="CLASS_PLAYER_ALLY_VITAL" value="3">⤶ HL2 - **Vital Allies** ⤶ - `npc_magnusson` ⤶ - `npc_gman` ⤶ - `npc_fisherman` ⤶ - `npc_eli` ⤶ - `npc_barney` ⤶ - `npc_kleiner` ⤶ - `npc_mossman` ⤶ - `npc_alyx` ⤶ - `npc_monk` ⤶ - `npc_dog` ⤶ - `npc_vortigaunt` at the end of EP2 (controlled by `MakeGameEndAlly` input)⤶ </item> <item key="CLASS_ANTLION" value="4">⤶ HL2 - **Antlions** ⤶ - `npc_antlion` ⤶ - `npc_antlionguard` ⤶ - `npc_antlionguard`⤶ </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 - <key> Unused </key>⤶ </item>⤶ ⤶ <item key="CLASS_COMBINE" value="9">⤶ HL2 - **Combine Troops** ⤶ - `npc_combine` ⤶ - `npc_advisor` ⤶ - `apc_missile` ⤶ - `npc_apcdriver` ⤶ - `npc_turret_floor` ( Hostile ) ⤶ - `npc_rollermine` ( Hostile ) ⤶ - `npc_turret_ground` ( Active ) ⤶ - `npc_turret_ceiling` ( Active ) ⤶ - `npc_strider` ( Active - Not being carried by the gunship )⤶ </item>⤶ ⤶ <item key="CLASS_COMBINE_GUNSHIP" value="10">⤶ HL2 - **Combine Aircrafts** ⤶ - `npc_combinegunship` ⤶ - `npc_combinedropship`⤶ - `npc_helicopter`⤶ </item>⤶ ⤶ <item key="CLASS_CONSCRIPT" value="11">⤶ HL2 - <key> Unused </key>⤶ </item>⤶ ⤶ <item key="CLASS_HEADCRAB" value="12">⤶ HL2 - **Headcrabs** ⤶ - `npc_headcrab` ( Visible )⤶ </item>⤶ ⤶ <item key="CLASS_MANHACK" value="13">⤶ HL2 - **Manhacks** ⤶ - `npc_manhack` ( Hostile - Not held by the gravity gun )⤶ </item>⤶ ⤶ <item key="CLASS_METROPOLICE" value="14">⤶ HL2 - **Metro Police** ⤶ - `npc_metropolice` ⤶ - `npc_vehicledriver`⤶ </item>⤶ ⤶ <item key="CLASS_MILITARY" value="15">⤶ HL2 - **Combine Military Objects** ⤶ - `func_guntarget` ⤶ - `npc_spotlight` ⤶ - `npc_combine_camera` ( Active )⤶ </item>⤶ ⤶ <item key="CLASS_SCANNER" value="16">⤶ HL2 - **Combine Scanners** ⤶ - `npc_cscanner` ⤶ - `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** ⤶ - `npc_zombie` ( Unslumped ) ⤶ - `npc_poisonzombie` ⤶ - `npc_fastzombie` ⤶ - `npc_fastzombie_torso` ⤶ - `npc_zombine`⤶ </item>⤶ ⤶ <item key="CLASS_PROTOSNIPER" value="20">⤶ HL2 - **Snipers** ⤶ - `npc_sniper` ⤶ - `proto_sniper`⤶ </item>⤶ ⤶ <item key="CLASS_MISSILE" value="21">⤶ HL2 - **Missiles** ⤶ - `rpg_missile` ⤶ - `apc_missile` ⤶ - `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` ⤶ - `npc_pigeon`⤶ </item>⤶ ⤶ <item key="CLASS_HACKED_ROLLERMINE" value="24">⤶ HL2 - **Friendly Rollermines** ⤶ - `npc_rollermine` ( Hacked ) ⤶ </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` ⤶ - `monster_apache`⤶ </item>⤶ ⤶ <item key="CLASS_ALIEN_MILITARY" value="29">⤶ HL:S - **Alien Military** ⤶ - `monster_alien_controller` ⤶ - `monster_vortigaunt` ⤶ - `monster_alien_grunt` ⤶ - `monster_nihilanth` ⤶ - `monster_snark` if it has an enemy of class <br/> `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` ⤶ - `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` ⤶ - `xen_hull`⤶ </item>⤶ ⤶ <item key="CLASS_INSECT" value="33">⤶ HL:S - **Insects** ⤶ - `montser_roach` ⤶ - `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** ⤶ - `horne`t fired by anyone but a player ⤶ - `monster_snark` with no enemy or an enemy without the class <br/> `CLASS_PLAYER` , `CLASS_HUMAN_PASSIVE` or `CLASS_HUMAN_MILITARY`⤶ </item>⤶ ⤶ </items>⤶ </enum>⤶