Weapon proto1: Difference between revisions

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(You can find scripts/weapon_promo1.txt in hl2 ep2_pak_dir.vpk. AFAIK it was also in ep2 code for a while, during development. The leaked C++ was leaked with some of the ep3 code.)
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{{CD|CWeaponProto1|file1=1}}{{stub}}
{{CD|CWeaponProto1|file1=1}}{{stub}}
{{this is a|cut=1|entity|name=weapon_proto1|game=Half-Life 2: Episode Three}} Some sort of sonar weapon.
{{this is a|cut=1|entity|name=weapon_proto1|game=Half-Life 2: Episode Two}} Some sort of sonar weapon.


{{BasicWeapon}}
{{BasicWeapon}}

Revision as of 07:58, 11 May 2025

C++ Class hierarchy
CWeaponProto1
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_proto1.cpp

Stub

This article or section is a stub. You can help by expanding it.

weapon_proto1 is a cut entity available in Half-Life 2: Episode Two Half-Life 2: Episode Two. Some sort of sonar weapon.

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.