Weapon smg1: Difference between revisions
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[[Category:Half-Life 2 Weapons| | [[Category:Half-Life 2 Weapons|Smg1]] | ||
Revision as of 08:20, 14 July 2023


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.
Source games
[Todo]
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.