Name

g_hitmodeDebug — set bitflags for hitmode debugging

Synopsis

g_hitmodeDebug [flags]

Table 11.15. g_hitmodeDebug Flags

FLAGDESCRIPTION
1visually render (draw) active boxes
2visually render (draw) reference boxes
4visually render (draw) world-collision-box
16log lifecycle (construct/destruct/alloc/free) to client console
32log snapshot use to client console
64log state changes for state-driven models to client console
256log ray text to client console
512log zone text to client console

Default

g_hitmodeDebug 0

Description

g_hitmodeDebug sets bitflags for hitmode debugging. These are expert debugging aids provided for the benefit of people who are interested in learning more detail about boxes, sizes, and how they react to player movements, and is certainly not meant to be enabled during real gameplay.

[Caution]Caution
Hitmode visuals are expensive. Each rendered box consumes a game-engine entity which is limited and adds to network traffic load. If you are not careful, high numbers of players with high rates of hits and long lifetimes may lead to entity exhaustion.

Flags enabling client console logging can easily cause ET limitations to be exceeded, resulting in dropped client connections. In other words, do not create rapid hits while this kind of debugging is active.

[Tip]Tip
Use status(1) to monitor game entities.

See Also

g_hitmode(cvar), g_hitmodeAntilag(cvar), g_hitmodeAntilagLerp(cvar), g_hitmodeFat(cvar), g_hitmodeGhosting(cvar), g_hitmodeReference(cvar), g_hitmodeZone(cvar), Chapter 8, Hitmode System