Weapon mag7: Difference between revisions
		
		
		
		
		
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| m (Csgo point -> This is a. Applied changes to BasicCSseriesWeapon and categories.) | m (Classifying as model entity) | ||
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| {{CD|CWeaponMag7|base=CWeaponCSBaseGun_cs|file1=weapon_csbasegun.cpp}} | |||
| [[File:Weapon mag7.png|thumb|MAG-7]] | [[File:Weapon mag7.png|thumb|MAG-7]] | ||
| {{ | {{this is a|model entity|name=weapon_mag7|game=Counter-Strike: Global Offensive|game1=Counter-Strike 2}} | ||
| {{BasicCSGOweapon|mag7}} | {{BasicCSGOweapon|mag7}} | ||
Latest revision as of 04:36, 19 May 2025
|  Class hierarchy | 
|---|
| CWeaponMag7 | 
|  weapon_csbasegun.cpp | 
weapon_mag7  is a   model entity  available in  Counter-Strike: Global Offensive and
 Counter-Strike: Global Offensive and  Counter-Strike 2.
 Counter-Strike 2.
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 Also fires on successful +use pickup. Does not fire ifCanBePickedUpis 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.
