Item rpg round: Difference between revisions

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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{lang|Item rpg round}}
{{lang|Item rpg round}}
{{CD|CItem_RPG_Round|file1=1}}
{{this is a|point entity|name=item_rpg_round|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} It's a laser-guided, rocket-propelled grenade, providing ammunition for the [[weapon_rpg|RPG launcher]]. It will always provide 1 rocket regardless of the current difficulty setting.
{{this is a|point entity|name=item_rpg_round|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} It's a laser-guided, rocket-propelled grenade, providing ammunition for the [[weapon_rpg|RPG launcher]]. It will always provide 1 rocket regardless of the current difficulty setting.
__NOTOC__
{{KVIO ItemHL2}}


{{code class|CItem_RPG_Round|item_ammo.cpp}}
== See Also ==
 
* {{ent|weapon_rpg}}
{{KVIO ItemHL2}}

Revision as of 05:56, 1 July 2024

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C++ Class hierarchy
CItem_RPG_Round
CItem
CBaseAnimating
CBaseEntity
C++ item_ammo.cpp

item_rpg_round is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. It's a laser-guided, rocket-propelled grenade, providing ammunition for the RPG launcher. It will always provide 1 rocket regardless of the current difficulty setting.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Start Constrained : [1]
Spawns with motion disabled.

Outputs

Item:

OnPlayerTouch
Fires when the player touches this item. !activator is the player.
OnCacheInteraction
This output fires when the player proves they have "found" this item.
Fires on:
  • Player Touch (whether or not player actually acquires the item).
  • Picked up by +use.
  • Picked up by gravity gun.
  • Punted by gravity gun.

See Also