Crossbow bolt: Difference between revisions
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(badly moved multipage, added class hierarchy) |
m (Fixed ??? in CD) |
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{{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 06:53, 23 July 2024


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CCrossbowBolt |
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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