Weapon knife: Difference between revisions
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[[ | {{LanguageBar|weapon_knife}} | ||
{{ | {{CD|CKnife|base=CWeaponCSBase|file1=weapon_knife.cpp}} | ||
[[File:weapon_knife.PNG|thumb|x350px|weapon_knife in {{css}}.]] | |||
[[File:knife_csgo.png|thumb|x350px|weapon_knife in {{csgo}}.]] | |||
== | {{this is a|model entity|name=weapon_knife|game=Counter-Strike: Source|game1=Counter-Strike: Global Offensive|game2=Counter-Strike 2}} | ||
{{ | ==Entity Description== | ||
[[ | {{inline note|name={{css}}|A knife, Counter-Strike's only melee weapon. Can be used by both teams.}} | ||
{{inline note|name={{csgo}}| | |||
Every [[player]] on the Counter-Terrorist's team, who has nothing different equipped in his loadout, is given this [[entity]] when respawning in any gamemode, except {{ent|mp_ct_default_melee}} is set to <code>""</code> while {{ent|game_type}} is not <code>1</code>. The Terrorist's equivalent is [[weapon_knife_t]]. | |||
All knife entities ([[weapon_knife_t]], [[weapon_knife_karambit]], ...) have the [[classname]] [[weapon_knife]] in-game after being spawned, except the [[weapon_knifegg|Golden Knife]]. This can be observed by invoking {{ent|ent_messages_draw|1}} and {{ent|ent_fire|weapon_knife}}. | |||
}} | |||
{| class=wikitable style=text-align:center | |||
|+ style=color:#ccc| Damage against unarmored ''(armored)'' Players | |||
! Attack Type !! {{css}} !! {{csgo}}{{cs2}} | |||
|- | |||
|style=text-align:left| Primary attack, first swing || 20 ''(17)'' || 40 ''(34)'' | |||
|- | |||
|style=text-align:left| Primary attack, consecutive swing || 15 ''(12)'' || 25 ''(21)'' | |||
|- | |||
|style=text-align:left| Primary attack, backstab || - || 90 ''(76)'' | |||
|- | |||
|style=text-align:left| Secondary attack || 65 ''(55)'' || 65 ''(55)'' | |||
|- | |||
|style=text-align:left| Secondary attack, backstab || 195 ''(165)'' || 180 ''(153)'' | |||
|} | |||
A knife swing is considered a backstab if the angle between the attacked player's orientation and the 2D-vector from the attacking player to the attacked player is cos<sup>-1</sup>(0.475) ≈ 61.64° or less. This means that the orientation of the attacking player and the z-difference of the players are not regarded in this calculation. | |||
[[Damage types]] are always <tt>DMG_SLASH</tt> and <tt>DMG_NEVERGIB</tt>. | |||
{{BasicCSseriesWeapon|knife}} |
Latest revision as of 17:43, 18 July 2025


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CKnife |
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weapon_knife
is a model entity available in Counter-Strike: Source,
Counter-Strike: Global Offensive, and
Counter-Strike 2.
Entity Description

Every player on the Counter-Terrorist's team, who has nothing different equipped in his loadout, is given this entity when respawning in any gamemode, except mp_ct_default_melee is set to ""
while game_type is not 1
. The Terrorist's equivalent is weapon_knife_t.
All knife entities (weapon_knife_t, weapon_knife_karambit, ...) have the classname weapon_knife in-game after being spawned, except the Golden Knife. This can be observed by invoking ent_messages_draw 1 and ent_fire weapon_knife.
A knife swing is considered a backstab if the angle between the attacked player's orientation and the 2D-vector from the attacking player to the attacked player is cos-1(0.475) ≈ 61.64° or less. This means that the orientation of the attacking player and the z-difference of the players are not regarded in this calculation.
Damage types are always DMG_SLASH and DMG_NEVERGIB.
KeyValues
CS:S / CS:GO Weapon:
- Ammo (ammo) <integer> (only in
)
- Amount of reserve ammo to be added. Fallback value is 0. !FGD
- Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in
)
- Determines if players are able to pick up the weapon.
Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny Player Pickup : [2] !FGD
- Prevents player from being able to pick up the weapon.
Inputs
CS:GO Weapon:
- SetAmmoAmount <integer > (only in
)
- For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
Every value behaves like its congruent value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, the owner may start reloading automatically, if possible. Other values congruent to 0 (-256, 256, 512, ...) might cause undefined behavior. Values congruent to -1 (mod 256) make the ammo numbers disappear. If set to a value outside the weapon's clip size, reloading might deliver unexpected results.
- SetReserveAmmoAmount <integer > (only in
)
- For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the weapon_ak47).
For grenades, sets their count, clamping at the current maximum depending on the convars ammo_grenade_limit_*; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.
Negative values make a gun's ammo display disappear and reloading is impossible.
- ToggleCanBePickedUp <boolean > (only in
)
- Toggles whether the weapon can be picked up by players. Visually, nothing changes and there is no event if picking up fails. Hover texts like "[E] Swap for AK-47" remain in both cases.
Outputs
CS:S / CS:GO Weapon:
- OnPlayerUse
- Fires when a player +uses this weapon (!activator is the player.). Does not fire if the weapon is picked up successfully.
- OnPlayerPickup
- Fires when a player picks this weapon up (!activator is the player.).
- OnCacheInteraction !FGD
- When dropped, fires every tick on player touch (!activator is the player.).
Also fires on successful +use pickup. Does not fire if
CanBePickedUp
is false.
- CBaseAnimating
- Model entities
- Counter-Strike: Source entities
- Counter-Strike: Source model entities
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive model entities
- Counter-Strike 2 entities
- Counter-Strike 2 model entities
- Point Entities
- Non-internal entities
- Weapons
- Counter-Strike: Source weapons
- Counter-Strike: Global Offensive weapons
- Counter-Strike 2 weapons