Weapon shotgun: Difference between revisions

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{{wrongtitle|title=weapon_shotgun}}
{{tabsBar|main=weapon_shotgun}}
[[File:weapon_shotgun.PNG|thumb|400px|right]]
{{CD|CWeaponShotgun|base=CBaseHLCombatWeapon|file1=weapon_shotgun.cpp}}
{{this is a|model entity|name=weapon_shotgun|game=Half-Life 2 series}}


==Entity Description==
==Entity description==
A shotgun based off the [[Wikipedia:Franchi SPAS-12|Franchi SPAS-12]]. When first picked up, the player is given 12 shells. Up to 36 shells can be carried (including six loaded into the weapon). A box of them can be placed with [[item_box_buckshot]].


[[Image:hammershotgun.jpg]]
Before it is picked up, the shotgun also follows all physics rules as if it were a [[prop_physics]].


The weapon_shotgun entity can be used to place a shotgun in a map. When picked up, the player is given 12 rounds and the shotgun if they do not already possess one. Additional rounds (up to 36 in total) can be picked up. A box of shotgun rounds can be placed in a map with the [[item_box_buckshot]] entity. The shotgun also follows all physics rules as if it were a [[prop_physics]].
{{BasicWeapon}}
 
==Entity Values==
 
===Keys===
 
*{{kv targetname}}
 
*{{kv_angles}}
 
===Flags===
 
*'''Start Constrained'''
:Prevents the model from moving. Off by default.
 
===Inputs===
 
* {{i targetname}}
 
===Outputs===
 
* {{o targetname}}
 
* {{o_weapon}}
 
 
[[Category:Entities]]

Latest revision as of 00:09, 10 June 2025

Source Engine ( General | Half-Life: Source | Black Mesa )
edit
Weapon shotgun.PNG
C++ Class hierarchy
CWeaponShotgun
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_shotgun.cpp

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

Entity description

A shotgun based off the Franchi SPAS-12. When first picked up, the player is given 12 shells. Up to 36 shells can be carried (including six loaded into the weapon). A box of them can be placed with item_box_buckshot.

Before it is picked up, the shotgun 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.