Weapon deagle: Difference between revisions
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m (Base point multi -> This is a. Applied changes to BasicCSseriesWeapon and categories.) |
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{{lang|Weapon deagle}} | {{lang|Weapon deagle}} | ||
[[ | [[File:weapon_deagle.PNG|thumb|300px|The Desert Eagle in CS:S.]] | ||
[[ | [[File:deagle_csgo.png|thumb|300px|The Desert Eagle in CS:GO.]] | ||
{{ | {{This is a|point|name=weapon_deagle|game=Counter-Strike: Source|game1=Counter-Strike: Global Offensive|game2=Counter-Strike 2}} | ||
== Entity description== | == Entity description== | ||
The [[Wikipedia:Desert Eagle|Desert Eagle .50C]] is a semi-automatic pistol that uses [[ammo_50ae]] ammunition. | The [[Wikipedia:Desert Eagle|Desert Eagle .50C]] is a semi-automatic pistol that uses [[ammo_50ae]] ammunition. | ||
{{BasicCSseriesWeapon}} | {{BasicCSseriesWeapon|deagle}} | ||
Revision as of 19:30, 11 September 2023
weapon_deagle
is a point available in Counter-Strike: Source,
Counter-Strike: Global Offensive, and
Counter-Strike 2.
Entity description
The Desert Eagle .50C is a semi-automatic pistol that uses ammo_50ae ammunition.
KeyValues
CS:S / CS:GO Weapon:
- Ammo (ammo) <integer> (only in
)
- Amount of reserve ammo to be added. Fallback value is 0. !FGD
- 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:S / 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
CanBePickedUp
is false.