Weapon pistol: Difference between revisions
Jump to navigation
Jump to search
m (categorization) |
(added note) |
||
Line 1: | Line 1: | ||
[[Image:weapon_pistol.PNG|thumb|200px|right|9mm Pistol]] | [[Image:weapon_pistol.PNG|thumb|200px|right|9mm Pistol]] | ||
{{hl2 point|weapon_pistol}} | {{hl2 point|weapon_pistol}} | ||
{{note|Various games have weapons with identical entity names, such as {{l4d}} and {{l4d2}}.}} | |||
== Entity description == | == Entity description == | ||
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]]. | 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]]. |
Revision as of 06:58, 23 March 2021
Entity description
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.