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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|???|file1=weapon_crossbow.cpp}}
{{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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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.
C++ Class hierarchy
CCrossbowBolt
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ weapon_crossbow.cpp

crossbow_bolt 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.

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