Crossbow bolt: Difference between revisions
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{{Ent not in fgd|nolink=1}} | {{Ent not in fgd|nolink=1}} | ||
{{hl2 | {{hl2 entity|crossbow_bolt}} This is the projectile fired by [[weapon_crossbow]]. | ||
The code for this entity is found in ''weapon_crossbow.cpp''. | The code for this entity is found in ''weapon_crossbow.cpp''. | ||
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In touch() logic for bolt behavior. | In touch() logic for bolt behavior. | ||
*Bolt Reflection | * Bolt Reflection | ||
if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate. | : if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate. | ||
* behavior for impact against NPCs | * behavior for impact against NPCs | ||
* skin change | * skin change | ||
* breaking glass | * breaking glass | ||
* damage to triggers/breakable/props | * damage to triggers/breakable/props |
Revision as of 23:29, 16 March 2023


Template:Hl2 entity This is the projectile fired by weapon_crossbow.
The code for this entity is found in weapon_crossbow.cpp.
The bolts think() and touch(). It is
In touch() logic for bolt behavior.
- Bolt Reflection
- if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate.
- behavior for impact against NPCs
- skin change
- breaking glass
- damage to triggers/breakable/props