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.
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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 description== | ==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}}. | |||
In [[ | {{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 06:23, 19 August 2025
weapon_crowbar
is a model entity available in Half-Life 2 series and
Black Mesa.
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CWeaponCrowbar |
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CMattsPipe |
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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.