Weapon pistol: Difference between revisions

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{{wrongtitle|title=weapon_pistol}}
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[[File:weapon_pistol.PNG|thumb|right|200px]]
{{this is a|model entity|name=weapon_pistol|game=Half-Life 2 series|topic=Weapons}}
{{CD|CWeaponPistol|base=CBaseHLCombatWeapon|file1=weapon_pistol.cpp}}
{{Confusion|Various games have weapons with identical entity names.{{clarify}}}}


[[Category:Entities]]
A semi-automatic pistol based off the [[Wikipedia:HK USP#USP Match|USP Match]]. When first picked up, the player is given 18 bullets. Up to 168 bullets can be carried (including 18 loaded into the weapon). A box of rounds can be placed with [[item_ammo_pistol]] or [[item_ammo_pistol_large]].


==Entity Description==
Before it is picked up, the pistol also follows all physics rules as if it were a prop_physics.


[[Image:hammerpistol.jpg|frame|right|9mm Pistol]]
{{BasicWeapon}}
 
The weapon_pistol entity can be used to place a pistol in a map. This pistol can be picked up and used as a weapon. When picked up, the player is given 18 bullets and the pistol if they do not already possess one. Additional bullets (up to 168 in total) can be picked up. A box of bullets can be placed in a map with the [[item_ammo_pistol]] or [[item_ammo_pistol_large]] entity. The pistol also follows all physics rules as if it were a [[prop_physics]]. It is relevant in Half-Life 2 single and multi player; however, the player starts with 108 bullets and the gun itself in standard multiplayer.
 
{{basicweapon}}
 
[[Category:Entities]]
[[Category:Weapons]]

Latest revision as of 04:36, 19 May 2025

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Weapon pistol.PNG

weapon_pistol is a model entity available in Half-Life 2 series Half-Life 2 series.

C++ Class hierarchy
CWeaponPistol
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_pistol.cpp
Warning.pngRisk of Confusion:Various games have weapons with identical entity names.[Clarify]

A semi-automatic pistol based off the USP Match. When first picked up, the player is given 18 bullets. Up to 168 bullets can be carried (including 18 loaded into the weapon). A box of rounds can be placed with item_ammo_pistol or item_ammo_pistol_large.

Before it is picked up, the pistol 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.