Weapon crowbar: Difference between revisions
		
		
		
		
		
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Tip:In order to have an npc_citizen use the pipe (as observed in the Canals sections), the citizen must be named matt and be given this weapon type.
		
	
m (Robot: fixing template case.)  | 
				Pivotman319 (talk | contribs)   (src/game/server/hl2/npc_citizen17.cpp declares CMattsPipe as a subclass of CWeaponCrowbar)  | 
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{{  | {{tabsBar|main=Weapon_crowbar}}  | ||
[[File:weapon_crowbar.png|thumb|right|200px|Crowbar weapon.]]  | |||
{{this is a|model entity|name=weapon_crowbar|game=Half-Life 2 series|game1=Black Mesa|topic=Weapons}}  | |||
{{CD|CWeaponCrowbar|base=CBaseHLBludgeonWeapon|file1=weapon_crowbar.cpp}}  | |||
{{CD|CMattsPipe|base=CWeaponCrowbar|file1=npc_citizen17.cpp}}  | |||
==Entity   | ==Entity description==  | ||
An old favorite. Rebel players spawn with a crowbar in [[Half-Life 2: Deathmatch]] while [[Combine]] players spawn with a [[weapon_stunstick|stunstick]], but both teams can use the other weapon if picked up.  | |||
Before it is picked up, the crowbar also follows all physics rules as if it were a {{ent|prop_physics}}.  | |||
{{tip|In order to have an [[npc_citizen]] use the pipe (as observed in the Canals sections), the citizen must be named {{mono|matt}} and be given this weapon type.}}  | |||
{{BasicWeapon}}  | {{BasicWeapon}}  | ||
[[Category:  | [[Category:Half-Life 2 Weapons|C]]  | ||
Latest revision as of 05:23, 19 August 2025
weapon_crowbar  is a   model entity  available in 
 Half-Life 2 series and 
 Black Mesa.
| CWeaponCrowbar | 
| CMattsPipe | 
Entity description
An old favorite. Rebel players spawn with a crowbar in Half-Life 2: Deathmatch while Combine players spawn with a stunstick, but both teams can use the other weapon if picked up.
Before it is picked up, the crowbar also follows all physics rules as if it were a prop_physics.
Flags
- Start Constrained : [1]
 - Prevents the model from moving.
 
- Deny player pickup (reserve for NPC) : [2]
 
- Not puntable by Gravity Gun : [4]
 
Inputs
- HideWeapon !FGD
 - If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
 
Outputs
- OnNPCPickup
 - Fires when an NPC picks up this weapon. (!activator is the NPC.)
 
- OnPlayerUse
 - Fires when the player +uses this weapon. (!activator is the player.)
 
- OnPlayerPickup
 - Fires when a player picks up this weapon. (!activator is the player.)
 
- OnCacheInteraction
 - Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.