Weapon 357: Difference between revisions
		
		
		
		
		
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| Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{Language subpage → {{langsp) | m (Multipage removal) | ||
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| {{ | {{LanguageBar}} | ||
| [[File:weapon_357.PNG|thumb|right|200px]] | |||
| {{CD|CWeapon357|base=CBaseHLCombatWeapon|file1=weapon_357.cpp}} | |||
| {{tabs|weapon_357|goldsrc=1|source=2|main=source}} | |||
| {{this is a|point entity|name=weapon_357|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}} | |||
| == Entity description == | == Entity description == | ||
| A magnum based off the {{Wiki|Colt Python}}. When first picked up, the player is given 6 bullets. Up to 24 bullets can be carried (including six loaded into the weapon) A box of bullets can be placed with {{ent|item_ammo_357}}. | A magnum based off the {{Wiki|Colt Python}}. When first picked up, the player is given 6 bullets. Up to 24 bullets can be carried (including six loaded into the weapon) A box of bullets can be placed with {{ent|item_ammo_357}}. | ||
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| {{BasicWeapon}} | {{BasicWeapon}} | ||
| [[Category:Half-Life 2 Entities]]  | |||
| [[Category:Half-Life 2 Weapons|#]] | |||
Revision as of 12:20, 12 July 2024

 
|  Class hierarchy | 
|---|
| CWeapon357 | 
|  weapon_357.cpp | 
weapon_357  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,  Half-Life 2: Deathmatch, and
 Half-Life 2: Deathmatch, and  Half-Life 2: Lost Coast.
 Half-Life 2: Lost Coast.
Entity description
A magnum based off the  Colt Python. When first picked up, the player is given 6 bullets. Up to 24 bullets can be carried (including six loaded into the weapon) A box of bullets can be placed with item_ammo_357.
 Colt Python. When first picked up, the player is given 6 bullets. Up to 24 bullets can be carried (including six loaded into the weapon) A box of bullets can be placed with item_ammo_357.
Before it is picked up, the magnum 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: 
- CBaseAnimating
- 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
- Half-Life 2 Entities
- Half-Life 2 Weapons























