Weapon smg1: Difference between revisions
Jump to navigation
Jump to search

Chainmanner (talk | contribs) |
mNo edit summary |
||
Line 1: | Line 1: | ||
{{lang|title=weapon_smg1}} | |||
[[Image:w_smg1.PNG|thumb|right|165px]] | [[Image:w_smg1.PNG|thumb|right|165px]] | ||
{{ | {{entity|type=e0|weapon_smg1|series=Half-Life 2}} | ||
==Entity description== | ==Entity description== |
Revision as of 07:08, 8 February 2023


Entity description
An automatic machine gun based off the MP7. When first picked up, the player is given 90 bullets. Up to 270 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon). A box of bullets can be placed with item_ammo_smg1 or item_ammo_smg1_large, while grenades can be placed with item_ammo_smg1_grenade.
Before it is picked up, the gun 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.