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Item shells (GoldSrc): Difference between revisions

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{{this is a|point entity|<!--sprite=1-->|name=item_shells|engine=GoldSrc|game=Deathmatch Classic}} This entity is used to create the Shell Armor Box for the <code>[[weapon_supershotgun_(GoldSrc)|weapon_supershotgun]]</code> Weapon.
{{this is a|point entity|<!--sprite=1-->|name=item_shells|engine=GoldSrc|game=Deathmatch Classic}} This entity is used to create the Shell Armor Box for the <code>[[weapon_supershotgun_(GoldSrc)|weapon_supershotgun]]</code> Weapon.


==Key Values==
== Keyvalues ==
This item doesnt have Key Values.
{{hl1 kv target}}


==Flags==
==Flags==
{{fl|1|Big|If ticked doubles the amount of ammo given, also changes the viewmodel.|nofgd=1}}{{workaround|Not in .FGD by default. Use [[Deathmatch Classic 3.0.0.3.fgd|this]] .FGD file to get this working.}}
{{fl|1|Big|If ticked doubles the amount of ammo given, also changes the viewmodel.|nofgd=1}}{{workaround|Not in .FGD by default. Use [[Deathmatch Classic 3.0.0.3.fgd|this]] .FGD file to get this working.}}
{{Hl1_Appearflags}}
{{Hl1_Appearflags}}

Revision as of 09:04, 18 March 2025

C++ Class hierarchy
CItemAmmoShells
CItemAmmo
CQuakeItem
CBaseEntity
C++ quake_items.cpp

item_shells is a point entity available in Deathmatch Classic Deathmatch Classic. This entity is used to create the Shell Armor Box for the weapon_supershotgun Weapon.

Keyvalues

Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.

Flags

Big : [1] !FGD
If ticked doubles the amount of ammo given, also changes the viewmodel.
PlacementTip.pngWorkaround:Not in .FGD by default. Use this .FGD file to get this working.
Not In Deathmatch : [2048]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip.pngTip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.