Tf weapon slap: Difference between revisions

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(Created page with "{{tf2 point|tf_weapon_slap}} ==Entity description== The entity used for the [http://wiki.teamfortress.com/wiki/Pyro Pyro's] melee weapon known as the [http://wiki.teamfortres...")
 
m (Classifying as model entity)
 
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{{tf2 point|tf_weapon_slap}}
{{ent not in fgd|codeonly=1}}
{{CD|CTFSlap|file1=1}}
{{this is a|model entity|game=Team Fortress 2|name=tf_weapon_slap}} The entity belonging to the {{tfwiki|Hot Hand}} melee weapon, equippable by the {{tfwiki|Pyro}}. When manually spawned with the {{ent|ent_create}} command, it will permanently stay static and do nothing.


==Entity description==
This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex [[I/O]].  
The entity used for the [http://wiki.teamfortress.com/wiki/Pyro Pyro's] melee weapon known as the [http://wiki.teamfortress.com/wiki/Hot_Hand Hot Hand] . If this entity is spawned using ent_create tf_weapon_slap it will not appear in-game.
 
==Keyvalues==
{{KV Targetname}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I Weapon}}
 
==Outputs==
{{O Targetname}}

Latest revision as of 04:35, 19 May 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
C++ Class hierarchy
CTFSlap
CTFWeaponBaseMelee
CTFWeaponBase
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ tf_weapon_slap.cpp

tf_weapon_slap is a model entity available in Team Fortress 2 Team Fortress 2. The entity belonging to the Tfwiki favicon.png Hot Hand melee weapon, equippable by the Tfwiki favicon.png Pyro. When manually spawned with the ent_create command, it will permanently stay static and do nothing.

This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex I/O.

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.