g_hitmodeDebug — set bitflags for hitmode debugging
g_hitmodeDebug [flags]
Table 11.15. g_hitmodeDebug Flags
| FLAG | DESCRIPTION |
|---|---|
| 1 | visually render (draw) active boxes |
| 2 | visually render (draw) reference boxes |
| 4 | visually render (draw) world-collision-box |
| 16 | log lifecycle (construct/destruct/alloc/free) to client console |
| 32 | log snapshot use to client console |
| 64 | log state changes for state-driven models to client console |
| 256 | log ray text to client console |
| 512 | log zone text to client console |
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 |
|---|---|
| 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 |
|---|---|
| Use status(1) to monitor game entities. |