Weapon hopwire: Difference between revisions

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{{obsolete|entity=1}}
{{obsolete|entity=1}}
{{hl2}} '''weapon_hopwire''' is a cut [[point entity]] from the [[Half-Life 2]] series, and now avalible only in [[Portal]].
{{Ent not in fgd}}
 
{{CD|CWeaponHopwire|file1=1}}
==Entity description==
{{This is a|entity|name=weapon_hopwire|game=Portal}} A highly unstable black hole generator.
A highly unstable black hole generator. To use it in Ep1 and Orange Box games, use <code>vortex_hopwire 1</code>. It no longer appears to be functional, however.
{{note|Cut from {{hl2}}}}
 
{{warning|Crashes has been reported after enabling this weapon. Use with caution.}}
{{warning|Crashes has been reported after enabling this weapon. Use with caution.}}


{{BasicWeapon}}
{{BasicWeapon}}


[[Category:Half-Life 2 Entities]]
[[Category:Cut Weapons]]
[[Category:Cut Weapons]]

Revision as of 02:51, 9 April 2025

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CWeaponHopwire
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_hopwire.cpp

weapon_hopwire is an entity available in Portal Portal. A highly unstable black hole generator.

Note.pngNote:Cut from Half-Life 2
Warning.pngWarning:Crashes has been reported after enabling this weapon. Use with caution.

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.