Weapon crowbar: Difference between revisions

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[[Image:weapon_crowbar.png|thumb|right|200px|Crowbar weapon.]]
[[File:weapon_crowbar.png|thumb|right|200px|Crowbar weapon.]]


==Entity description==
==Entity description==

Revision as of 02:16, 9 January 2024

Crowbar weapon.

Entity description

An old crowbar. Rebel players spawn with a crowbar in Half-Life 2: Deathmatch much like how Combine players spawn with a stunstick, but both teams can use the other weapon if picked up.

Before it is picked up, the crowbar also follows all physics rules as if it were a prop_physics.

Tip.pngTip:In order to have an npc_citizen use the pipe (as in the canals) the citizen must be named matt and given this weapon.

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.