Weapon citizensuitcase: Difference between revisions

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{{CD|CWeaponCitizenSuitcase|base=CWeaponCitizenPackage|file1=1}}
[[File:w_suitcase_passenger.PNG|thumb|right|145px]]
[[File:w_suitcase_passenger.PNG|thumb|right|145px]]
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=weapon_citizensuitcase}}
{{this is a|point entity|game=Half-Life 2 series|name=weapon_citizensuitcase}}


== Entity description ==
== Entity description ==
Use for scripted sequences only. Players do not see a viewmodel when holding this weapon.
Use for scripted sequences only. When picked up by player, worldmodel covers half of the screen.


Before it is picked up, the suitcase also follows all physics rules as if it were a [[prop_physics]].  
Before it is picked up, the suitcase also follows all physics rules as if it were a [[prop_physics]].  

Revision as of 04:22, 26 September 2024

C++ Class hierarchy
CWeaponCitizenSuitcase
CWeaponCitizenPackage
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_citizenpackage.cpp
W suitcase passenger.PNG

weapon_citizensuitcase is a point entity available in Half-Life 2 series Half-Life 2 series.

Entity description

Use for scripted sequences only. When picked up by player, worldmodel covers half of the screen.

Before it is picked up, the suitcase 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.