Item ammo smg1: Difference between revisions

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{{hl2 point|item_ammo_smg1}}
{{LanguageBar}}
{{BasicItem|entity=item_ammo_smg1|descriptive=An item_ammo_smg1 entity.|desc=A box of 4.6x30mm FMJ ammunition for the [[weapon_smg1|submachine gun]].
{{CD|CItem_BoxMRounds|file1=item_ammo.cpp}}
[[File: item_ammo_smg1.png | right | 300px]]
 
{{this is a|model entity|game=Half-Life 2 series|name=item_ammo_smg1}} It's a box of 4.6x30mm FMJ ammunition for the [[weapon_smg1|submachine gun]].


Despite the writing on it, the amount of ammo the box will contain depends on the current difficulty setting:
Despite the writing on it, the amount of ammo the box will contain depends on the current difficulty setting:
{{skill|54|45|27}}


* At the "Easy" (<code>skill 1</code>) setting the box will provide 54 rounds.
__NOTOC__
* At the "Normal" (<code>skill 2</code>) setting the box will provide 45 rounds.
* At the "Hard" (<code>skill 3</code>) setting the box will provide 27 rounds.}}


==See Also==
{{KVIO ItemHL2}}
* [[item_ammo_smg1_large]]


[[Category:Entities]] [[Category:Items]]
==See also==
* {{ent|weapon_smg1}}
* {{ent|item_ammo_smg1_large}}

Latest revision as of 17:17, 1 June 2025

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C++ Class hierarchy
CItem_BoxMRounds
CItem
CBaseAnimating
CBaseEntity
C++ item_ammo.cpp
Item ammo smg1.png

item_ammo_smg1 is a model entity available in Half-Life 2 series Half-Life 2 series. It's a box of 4.6x30mm FMJ ammunition for the submachine gun.

Despite the writing on it, the amount of ammo the box will contain depends on the current difficulty setting:

  • Easy: 54
  • Normal: 45
  • Hard: 27


Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Start Constrained : [1]
Spawns with motion disabled.

Outputs

Item:

OnPlayerTouch
Fires when the player touches this item. !activator is the player.
OnCacheInteraction
This output fires when the player proves they have "found" this item.
Fires on:
  • Player Touch (whether or not player actually acquires the item).
  • Picked up by +use.
  • Picked up by gravity gun.
  • Punted by gravity gun.

See also