Crossbow bolt: Difference between revisions
		
		
		
		
		
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 (badly moved multipage, added class hierarchy)  | 
				m (Fixed ??? in CD)  | 
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| Line 2: | Line 2: | ||
{{HL2 topicon}}  | {{HL2 topicon}}  | ||
{{Ent not in fgd|nolink=1}}  | {{Ent not in fgd|nolink=1}}  | ||
{{CD|  | {{CD|CCrossbowBolt|base=CBaseCombatCharacter|file1=weapon_crossbow.cpp}}  | ||
{{this is a|point entity|name=crossbow_bolt|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}}    | {{this is a|point entity|name=crossbow_bolt|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}}    | ||
Revision as of 05:53, 23 July 2024
| CCrossbowBolt | 
crossbow_bolt  is a   point entity  available in 
 Half-Life 2, 
 Half-Life 2: Episode One, 
 Half-Life 2: Episode Two, and 
 Half-Life 2: Deathmatch. 
This is the projectile fired by weapon_crossbow.
The bolts think() and touch(). It is
In touch() logic for bolt behavior.
- Bolt Reflection
 
- if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate.
 
- behavior for impact against NPCs
 - skin change
 - breaking glass
 - damage to triggers/breakable/props
 
Categories: 
- Half-Life 2
 - 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