Weapon m4a1: Difference between revisions
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Risk of Confusion:
This entity is the M4A4. Its alternative is the M4A1-S, weapon_m4a1_silencer.
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[[ | {{CD|CWeaponM4A1|base=CWeaponCSBaseGun_cs|nolink=1|file1=weapon_m4a1.cpp}} | ||
{{ | [[File:weapon_m4a1.PNG|thumb|300px|Maverick M4A1 Carbine in CS:S.]] | ||
[[File:Weapon_m4a1_(csgo).png|thumb|300px|M4A4 in CS:GO.]] | |||
{{this is a|model entity|name=weapon_m4a1|game=Counter-Strike: Source|game1=Counter-Strike: Global Offensive|game2=Counter-Strike 2}} | |||
{{ModernConfusion|{{csgo}}{{cs2}} This entity is the M4A4. Its alternative is the M4A1-S, {{ent|weapon_m4a1_silencer}}.}} | |||
==Entity Description== | ==Entity Description== | ||
The {{wiki|M4A1 Carbine}} is a | The {{wiki|M4A1 Carbine}} is a Counter-Terrorist exclusive rifle that uses [[ammo_556mm]] ammunition. It holds 30 rounds in magazine and 90 in reserve. | ||
{{ | {{BasicCSseriesWeapon|m4a1}} | ||
Latest revision as of 13:02, 17 July 2025
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CWeaponM4A1 |
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weapon_m4a1
is a model entity available in Counter-Strike: Source,
Counter-Strike: Global Offensive, and
Counter-Strike 2.



Entity Description
The M4A1 Carbine is a Counter-Terrorist exclusive rifle that uses ammo_556mm ammunition. It holds 30 rounds in magazine and 90 in reserve.
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.
Categories:
- 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