Weapon flaregun: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Did some cleanup)
(hl2_dll was renamed to just hl2, also added some information on the code being disabled and some FGD code for when it's been added to a mod.)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{obsolete|entity=1}}
{{obsolete|entity=1}}
{{ent not in game|in sdk=1}}
{{ent not in game|in sdk=1}}
{{ent not in fgd}}
{{CD|CFlaregun|file1=weapon_flaregun}}
{{CD|CFlaregun|file1=weapon_flaregun}}
{{This is a|model entity|cut=1|name=weapon_flaregun|game=Half-Life 2}} It's a cut weapon that fires [[env_flare|flare]] entities.
{{This is a|model entity|cut=1|name=weapon_flaregun|game=Half-Life 2}} It's a cut weapon that fires [[env_flare|flare]] entities.


==Introduction==
==Introduction==
The remnants of its code can be seen in <code>hl2_dll\weapon_flaregun.cpp</code>, which also defines [[env_flare]]. The weapon was originally, as its name suggests, intended as a handheld flare-firing device that sets objects and NPCs on fire. Its code briefly defines basic Precache, PrimaryAttack, and SecondaryAttack methods.
The remnants of its code can be seen in <code>hl2\weapon_flaregun.cpp</code>, which also defines [[env_flare]]. The weapon was originally, as its name suggests, intended as a handheld flare-firing device that sets objects and NPCs on fire. Its code briefly defines basic Precache, PrimaryAttack, and SecondaryAttack methods. The main code for this weapon is disabled with an <code>#if 0</code> statement in the file, to compile the weapon into your mod, simply comment out or remove this statement or change the 0 to a 1. Minor other code changes may be required and assets for this weapon will be required for it to function to its fullest potential.


Flares are fired briefly in [[Route Kanal]], but there is no gun to go along with them.
Flares are fired briefly in [[Route Kanal]], but there is no gun to go along with them.


{{BasicWeapon}}
{{BasicWeapon}}
==FGD Code==
(For when the code is introduced to your mod).
<pre>@PointClass base(Weapon) studio("models/weapons/w_flaregun.mdl") = weapon_flaregun : "Flare Gun" []</pre>


==See Also==
==See Also==
* {{ent|env_flare}}
* {{ent|env_flare}}
==External links==
* {{cow|Flare Gun}} on '''Combine OverWiki'''


[[Category:Cut Weapons]]
[[Category:Cut Weapons]]

Latest revision as of 05:09, 2 July 2025

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Info-red.png
This entity is not in the game by default, but still has code available for it in the SDK.
This feature is not available anymore.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CFlaregun
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_flaregun.cpp

weapon_flaregun is a cut model entity available in Half-Life 2 Half-Life 2. It's a cut weapon that fires flare entities.

Introduction

The remnants of its code can be seen in hl2\weapon_flaregun.cpp, which also defines env_flare. The weapon was originally, as its name suggests, intended as a handheld flare-firing device that sets objects and NPCs on fire. Its code briefly defines basic Precache, PrimaryAttack, and SecondaryAttack methods. The main code for this weapon is disabled with an #if 0 statement in the file, to compile the weapon into your mod, simply comment out or remove this statement or change the 0 to a 1. Minor other code changes may be required and assets for this weapon will be required for it to function to its fullest potential.

Flares are fired briefly in Route Kanal, but there is no gun to go along with them.

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.

FGD Code

(For when the code is introduced to your mod).

@PointClass base(Weapon) studio("models/weapons/w_flaregun.mdl") = weapon_flaregun : "Flare Gun" []

See Also

External links