Weapon slam: Difference between revisions

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{{wrongtitle|title=weapon_slam}}
{{CD|CWeapon_SLAM|file1=weapon_slam}}
[[File:w_slam.PNG|thumb|150px|right]]
{{this is a|model entity|name=weapon_slam|game=Half-Life 2: Deathmatch|game1=Entropy : Zero 2|game2=Mapbase|game3=Garry's Mod}}
A tripmine. It can be placed on walls or be thrown and remotely detonated. Up to five can be held at a time.


==Entity Description==
Before it is picked up, the tripmine also follows all physics rules as if it were a [[prop_physics]].
Unique weapon to [[Half-Life 2 Deathmatch]]. It can be placed upon any surface for use as a trip wire explosive. Alternatively, it can also be thrown and detonated by remote.


[[Image:hammerslam.jpg|frame|right|S.L.A.M.<br>(Selectable Lightweight Attack Munition)]]
{{BasicWeapon}}


{{basicweapon}}
[[Category:Half-Life 2 Weapons|S]]
 
[[Category:Half-Life 2: Deathmatch Entities]]
[[Category:Weapons]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Latest revision as of 05:48, 14 July 2025

C++ Class hierarchy
CWeapon_SLAM
CBaseHL2MPCombatWeapon
CWeaponHL2MPBase
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_slam.cpp
W slam.PNG

weapon_slam is a model entity available in Half-Life 2: Deathmatch Half-Life 2: Deathmatch, Entropy : Zero 2 Entropy : Zero 2, Mapbase Mapbase, and Garry's Mod Garry's Mod. A tripmine. It can be placed on walls or be thrown and remotely detonated. Up to five can be held at a time.

Before it is picked up, the tripmine 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.