Weapon pistol: Difference between revisions
		
		
		
		
		
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Risk of Confusion:Various games have weapons with identical entity names.[Clarify]
		
	
m (Nesciuse moved page Weapon pistol/en to Weapon pistol without leaving a redirect: Move en subpage to basepage)  | 
				 (Tabs bar! Oh yeah, and the L4D1+2 pistol is named the same as the entity in HL2... Difference being if you already have one such pistol, you should be proud Mr. Woo.)  | 
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{{LanguageBar}}  | {{LanguageBar}}  | ||
{{tabsBar|main=weapon_pistol}}  | |||
[[File:weapon_pistol.PNG|thumb|right|200px]]  | [[File:weapon_pistol.PNG|thumb|right|200px]]  | ||
{{this is a|point entity|name=weapon_pistol|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|game4=Half-Life 2: Lost Coast|topic=Weapons}}  | {{this is a|point entity|name=weapon_pistol|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|game4=Half-Life 2: Lost Coast|topic=Weapons}}  | ||
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{{Confusion|Various games have weapons with identical entity names.{{clarify}}}}  | {{Confusion|Various games have weapons with identical entity names.{{clarify}}}}  | ||
A semi-automatic pistol based off the [[Wikipedia:  | A semi-automatic pistol based off the [[Wikipedia:HK USP#USP Match|USP Match]]. When first picked up, the player is given 18 bullets. Up to 168 bullets can be carried (including 18 loaded into the weapon). A box of rounds can be placed with [[item_ammo_pistol]] or [[item_ammo_pistol_large]].  | ||
Before it is picked up, the pistol also follows all physics rules as if it were a prop_physics.    | Before it is picked up, the pistol also follows all physics rules as if it were a prop_physics.  | ||
{{BasicWeapon}}  | {{BasicWeapon}}  | ||
Revision as of 00:18, 12 September 2024
weapon_pistol  is a   point entity  available in 
 Half-Life 2, 
 Half-Life 2: Episode One, 
 Half-Life 2: Episode Two, 
 Half-Life 2: Deathmatch, and 
 Half-Life 2: Lost Coast.
| CWeaponPistol | 
A semi-automatic pistol based off the USP Match. When first picked up, the player is given 18 bullets. Up to 168 bullets can be carried (including 18 loaded into the weapon). A box of rounds can be placed with item_ammo_pistol or item_ammo_pistol_large.
Before it is picked up, the pistol 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.
 
Categories: 
- Point entities
 - Non-internal Half-Life 2 entities
 - Half-Life 2 entities
 - Half-Life 2 point entities
 - Non-internal Half-Life 2: Episode One entities
 - Half-Life 2: Episode One entities
 - Half-Life 2: Episode One point entities
 - Non-internal Half-Life 2: Episode Two entities
 - Half-Life 2: Episode Two entities
 - Half-Life 2: Episode Two point entities
 - Non-internal Half-Life 2: Deathmatch entities
 - Half-Life 2: Deathmatch entities
 - Half-Life 2: Deathmatch point entities
 - Non-internal Half-Life 2: Lost Coast entities
 - Half-Life 2: Lost Coast entities
 - Half-Life 2: Lost Coast point entities
 - CBaseAnimating