Weapon m3: Difference between revisions
		
		
		
		
		
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 Warning:
Warning: The weapon is not actually available in the game and has been replaced by
 The weapon is not actually available in the game and has been replaced by 
		
	
| mNo edit summary | m (Classifying as model entity) | ||
| Line 1: | Line 1: | ||
| {{CD|CWeaponM3|base=CWeaponCSBase|file1=weapon_m3.cpp}} | {{CD|CWeaponM3|base=CWeaponCSBase|file1=weapon_m3.cpp}} | ||
| [[File:weapon_m3.PNG|thumb|500px]] | [[File:weapon_m3.PNG|thumb|500px]] | ||
| {{this is a| | {{this is a|model entity|name=weapon_m3|game=Counter-Strike: Source|game1=Counter-Strike: Global Offensive}} | ||
| {{Warning|{{csgo}} The weapon is not actually available in the game and has been replaced by {{code|[[weapon_nova]]}}. Attempting to spawn {{code|weapon_m3}} will crash the game!}} | {{Warning|{{csgo}} The weapon is not actually available in the game and has been replaced by {{code|[[weapon_nova]]}}. Attempting to spawn {{code|weapon_m3}} will crash the game!}} | ||
Latest revision as of 04:36, 19 May 2025
|  Class hierarchy | 
|---|
| CWeaponM3 | 
|  weapon_m3.cpp | 
weapon_m3  is a   model entity  available in  Counter-Strike: Source and
 Counter-Strike: Source and  Counter-Strike: Global Offensive.
 Counter-Strike: Global Offensive.
 Warning:
Warning: The weapon is not actually available in the game and has been replaced by
 The weapon is not actually available in the game and has been replaced by weapon_nova. Attempting to spawn weapon_m3 will crash the game!Entity description
The  Benelli M3-inspired Leone 12 Gauge Super is a pump-action shotgun that uses ammo_buckshot ammunition.
 Benelli M3-inspired Leone 12 Gauge Super is a pump-action shotgun that uses ammo_buckshot ammunition.
KeyValues
CS:S / CS:GO Weapon:
- Ammo (ammo)  <integer> (only in  ) )
- Amount of reserve ammo to be added. Fallback value is 0. !FGD
- Is this weapon allowed to be picked up? (CanBePickedUp)  <boolean> (only in  ) )
- Determines if players are able to pick up the weapon.
Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny Player Pickup : [2] !FGD
- Prevents player from being able to pick up the weapon.
Inputs
CS:GO Weapon:
- SetAmmoAmount  <integer> (only in  ) )
- For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
 Every value behaves like its congruent value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, the owner may start reloading automatically, if possible. Other values congruent to 0 (-256, 256, 512, ...) might cause undefined behavior. Values congruent to -1 (mod 256) make the ammo numbers disappear. If set to a value outside the weapon's clip size, reloading might deliver unexpected results.
- SetReserveAmmoAmount  <integer> (only in  ) )
- For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the weapon_ak47).
 For grenades, sets their count, clamping at the current maximum depending on the convars ammo_grenade_limit_*; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.
 Negative values make a gun's ammo display disappear and reloading is impossible.
- ToggleCanBePickedUp  <boolean> (only in  ) )
- Toggles whether the weapon can be picked up by players. Visually, nothing changes and there is no event if picking up fails. Hover texts like "[E] Swap for AK-47" remain in both cases.
Outputs
CS:S / CS:GO Weapon:
- OnPlayerUse
- Fires when a player +uses this weapon (!activator is the player.). Does not fire if the weapon is picked up successfully.
- OnPlayerPickup
- Fires when a player picks this weapon up (!activator is the player.).
- OnCacheInteraction !FGD
- When dropped, fires every tick on player touch (!activator is the player.).  Also fires on successful +use pickup. Does not fire if Also fires on successful +use pickup. Does not fire ifCanBePickedUpis false.