Revision Difference
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>⤶