Weapon pistol: Difference between revisions
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Risk of Confusion:Various games have weapons with identical entity names.[Clarify]
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{{Confusion|Various games have weapons with identical entity names.{{clarify}}}} | {{Confusion|Various games have weapons with identical entity names.{{clarify}}}} | ||
== | == {{Source|4}} games == | ||
{{todo}} | |||
{{hl2|4}} | |||
{{hl2dm|4}} | |||
== Entity description == | == Entity description == |
Revision as of 08:24, 14 July 2023


weapon_pistol | |
---|---|
Type | Point entity |
Engine | ![]() |
Availability | In all games |

Source games
[Todo]
Half-Life 2
Half-Life 2: Deathmatch
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.