Weapon crowbar: Difference between revisions
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Tip:In order to have an npc_citizen use the pipe (as in the canals) the citizen must be named matt and given this weapon.
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{{tabs|weapon_crowbar|goldsrc=1|source=1|main=source}} | |||
[[File:weapon_crowbar.png|thumb|right|200px|Crowbar weapon.]] | [[File:weapon_crowbar.png|thumb|right|200px|Crowbar weapon.]] | ||
{{this is a|point entity|name=weapon_crowbar|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|game4=Half-Life 2: Lost Coast|topic=Weapons}} | |||
{{CD|CWeaponCrowbar|base=CBaseHLBludgeonWeapon|file1=weapon_crowbar.cpp}} | |||
==Entity description== | ==Entity description== | ||
An old crowbar. Rebel players spawn with a crowbar in [[Half-Life 2: Deathmatch]] much like how [[Combine]] players spawn with a [[weapon_stunstick|stunstick]], but both teams can use the other weapon if picked up. | An old crowbar. Rebel players spawn with a crowbar in [[Half-Life 2: Deathmatch]] much like how [[Combine]] players spawn with a [[weapon_stunstick|stunstick]], but both teams can use the other weapon if picked up. |
Revision as of 04:27, 3 July 2024
weapon_crowbar
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two,
Half-Life 2: Deathmatch, and
Half-Life 2: Lost Coast.
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CWeaponCrowbar |
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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.

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.
Categories:
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Non-internal Half-Life 2: Lost Coast entities
- Half-Life 2: Lost Coast entities
- Half-Life 2: Lost Coast point entities
- CBaseAnimating
- Half-Life 2 Entities
- Half-Life 2 Weapons