Template:BasicCSseriesWeapon: Difference between revisions
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== Inputs == | == Inputs == | ||
{{minititle|CS:GO Weapon}} | {{minititle|CS:GO Weapon}} | ||
{{ | {{I|only={{csgo}}|SetAmmoAmount|param=integer|For guns, sets the number of bullets in the active magazine. Does nothing for grenades.<br>Every value behaves like its [https://en.wikipedia.org/wiki/Congruence_(integers)#Congruence congruent] value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, the owner may start reloading automatically, if possible. Other values congruent to 0 (-256, 256, 512, ...) might cause undefined behavior. Values congruent to -1 (mod 256) make the ammo numbers disappear. If set to a value outside the weapon's clip size, reloading might deliver unexpected results.}} | ||
{{ | {{I|only={{csgo}}|SetReserveAmmoAmount|param=integer|For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the [[weapon_ak47]]).<br>For grenades, sets their count, clamping at the current maximum depending on the convars <tt>ammo_grenade_limit_*</tt>; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.<br>Negative values make a gun's ammo display disappear and reloading is impossible.}} | ||
{{ | {{I|only={{csgo}}|ToggleCanBePickedUp|param=boolean|Toggles whether the weapon can be picked up by players. Visually, nothing changes and there is no event if picking up fails. Hover texts like ''"[E] Swap for AK-47"'' remain in both cases.}} | ||
}} | }} | ||
== Outputs == | == Outputs == | ||
{{minititle|{{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }} Weapon}} | {{minititle|{{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }} Weapon}} | ||
{{ | {{O|OnPlayerUse|Fires when a player [[+use]]s this weapon {{PlAct}}. Does not fire if the weapon is picked up successfully.}} | ||
{{ | {{O|OnPlayerPickup|Fires when a player picks this weapon up {{PlAct}}.}} | ||
{{ | {{O|OnCacheInteraction|nofgd=1|When dropped, fires every tick on player touch {{PlAct}}. {{#ifeq:{{{csgo|1}}}|0|| <br>{{csgo}} Also fires on successful [[+use]] pickup. Does not fire if <code>CanBePickedUp</code> is false.}}}} | ||
{{ | {{O|OnNPCPickup|nofgd=1|Fires when an [[NPC]] picks up this weapon {{activator|NPC}}. [[Bot]]s are considered [[player]]s, so this output has no functionality.{{#ifeq: {{{css|1}}}|0||<br>{{css}} [[hostage_entity|Hostages]] might be NPCs, but they don't pick weapons up.}}}} | ||
{{#if: {{NAMESPACE}}||<!-- no categories if there is any namespace, such as Template: etc. --> | {{#if: {{NAMESPACE}}||<!-- no categories if there is any namespace, such as Template: etc. --> |
Latest revision as of 11:20, 21 April 2025
Todo: Remove CS2 stuff; {{BasicCS2Weapon}} is its own separate thing now. Source 1 pages shouldn't be documenting Source 2 things, and vice versa.
The above documentation is transcluded from Template:BasicCSseriesWeapon/doc. (Edit | Page history)
Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages.
Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages.