Weapon hopwire: Difference between revisions
		
		
		
		
		
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 Note:Cut from
Note:Cut from  after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.
 after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.
 Warning:Crashes have been reported after enabling this weapon. Use with caution.
Warning:Crashes have been reported after enabling this weapon. Use with caution.
		
	
| mNo edit summary | Mycatismycat (talk | contribs)  m (minor grammar) | ||
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| {{ | {{obsolete|entity=1}} | ||
| {{ | {{Ent not in fgd}} | ||
| {{ | {{CD|CWeaponHopwire|file1=1}} | ||
| {{This is a|model entity|name=weapon_hopwire|cut=1|game=Half-Life 2: Episode One|game1=Portal}} A highly unstable black hole generator. | |||
| {{note|Cut from {{hl2ep1}} after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.}} | |||
| {{warning|Crashes have been reported after enabling this weapon. Use with caution.}} | |||
| {{BasicWeapon}} | |||
| {{ | |||
| [[Category:Cut Weapons]] | |||
| [[Category:Weapons]] | |||
Latest revision as of 20:01, 22 July 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
|  Class hierarchy | 
|---|
| CWeaponHopwire | 
|  weapon_hopwire.cpp | 
weapon_hopwire  is a cut  model entity  available in  Half-Life 2: Episode One and
 Half-Life 2: Episode One and  Portal. A highly unstable black hole generator.
 Portal. A highly unstable black hole generator.
 Note:Cut from
Note:Cut from  after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.
 after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1. Warning:Crashes have been reported after enabling this weapon. Use with caution.
Warning:Crashes have been reported after enabling this weapon. Use with caution.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.
