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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|weapon_pistol|img=[[File:weapon_pistol.PNG|200px|9mm Pistol]] | |weapon_pistol|img=[[File:weapon_pistol.PNG|200px|9mm Pistol]] | ||
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{{ | {{this is a|e0|name=weapon_pistol|series=Half-Life 2|topic=Weapons}} | ||
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 13:20, 4 January 2024


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

weapon_pistol
is an e0 available in Half-Life 2 series.
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.
Source games
[Todo]
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.