Name

g_hitmode — set active hitmode

Synopsis

g_hitmode [mode]

Table 13.15. g_hitmode Modes

MODENAMEBOXESSUMMARY
0auton/aautomatically selects recommended mode
1entity1body
2etmain3head, torso, feet
3basic3head, torso, feet
4standard3head, torso, feet
5advanced9head, larm, rarm, lhand, rhand, torso(2), lfoot and rfoot
6oriented10head, larm, rarm, lhand, rhand, torso, lleg, rleg, lfoot and rfoot

Default

g_hitmode 0

Description

g_hitmode sets the active hitmode which controls how bullet-hits are calculated and scored against player models.

entity

Mimics player's word-collision with only a large body box. This is only useful for reference purposes, or servers uninterested in accuracy.

etmain

Baseline (stock) ET behavior composed of { head, torso, feet } boxes. Priority-box scoring in order of { head, feet, torso }. That is to say if a bullet can hit a player's head, regardless of whether it travels through another box on the same player such as torso, the headshot will be scored. For example, shooting a player on a ladder from below, resulst in more headshots than you might expect. This behavior is to maintain backwards-compatibility.

basic

Similar but improved over etmain with { crouch, prone, playdead } adjustments for added realism. Uses priority-box scoring in order of { head, feet, torso }. This mode is somewhat similar to that of older ETPub versions.

standard

Similar but improved over basic with animation-accurate head-box. Uses priority-box scoring in order of { head, feet, torso }. This mode matches that of Jaymod prior to 2.1.0 version.

advanced

Advanced (realistic), tight behavior with head, left-arm, right-arm, left-hand, right-hand, torso(2), left-foot and right-foot boxes all tracking animation. Uses closest-box scoring, resulting in more difficult headshots when impeded by other boxes.

oriented

Oriented, tight behavior with head, left-arm, right-arm, left-hand, right-hand, torso, left-leg, right-leg, left-foot and right-foot boxes all tracking animation. Uses closest-box scoring, resulting in more difficult headshots when impeded by other boxes. This is the tightest and most discriminating model to date. It is unknown at this time how much CPU this mode will consume on busy servers.

See Also

g_hitmodeAntilag(cvar), g_hitmodeAntilagLerp(cvar), g_hitmodeDebug(cvar), g_hitmodeFat(cvar), g_hitmodeGhosting(cvar), g_hitmodeReference(cvar), g_hitmodeZone(cvar), Chapter 10, Hitmode System