Weapon revolver: Difference between revisions
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Warning:In the I/O system and in VScript, this entity is targeted with the classname weapon_deagle instead!
(Created page with "==Entity Description== The {{wiki|R8 Revolver}} is a single/double action revolver that uses .357 Magnum ammunition.") |
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{{tabsBar|main=s2|base=weapon_revolver}} | |||
{{CD|???|base=CWeaponCSBaseGun_cs}} | |||
[[File:Revolverr8csgo.png|thumb|300px|Revolver in CS:GO.]] | |||
{{this is a|model entity|name=weapon_revolver|game=Counter-Strike: Global Offensive}} | |||
{{Warning|In the [[I/O]] system and in [[VScript]], this entity is targeted with the classname {{ent|weapon_deagle}} instead!}} | |||
==Entity Description== | ==Entity Description== | ||
The {{wiki|R8 Revolver}} is a single/double action revolver that uses [[.357 Magnum]] ammunition. | The {{wiki|R8 Revolver}} is a single/double action revolver that uses [[.357 Magnum]] ammunition. | ||
This weapon's primary attack (<code>+attack</code>) is a delayed shot which will not fire if <code>-attack</code> is invoked during that delay. | |||
<br> | |||
This weapon's secondary attack (<code>+attack2</code>) is an instant but very unprecise shot. | |||
{{BasicCSGOweapon|revolver}} |
Latest revision as of 04:36, 19 May 2025
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weapon_revolver
is a model entity available in Counter-Strike: Global Offensive.

Entity Description
The R8 Revolver is a single/double action revolver that uses .357 Magnum ammunition.
This weapon's primary attack (+attack
) is a delayed shot which will not fire if -attack
is invoked during that delay.
This weapon's secondary attack (+attack2
) is an instant but very unprecise shot.
KeyValues
CS:GO Weapon:
- 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: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.
- OnNPCPickup !FGD
- Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.