Weapon flaregun: Difference between revisions
		
		
		
		
		
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| Solokiller (talk | contribs)  (Undo revision 265473 by Picachu456 Gaming Software (talk)) Tag: Undo |  (Did some cleanup) | ||
| Line 1: | Line 1: | ||
| {{ | {{obsolete|entity=1}} | ||
| {{ent not in game|in sdk=1}} | |||
| {{CD|CFlaregun|file1=weapon_flaregun}} | |||
| {{This is a|model entity|cut=1|name=weapon_flaregun|game=Half-Life 2}} It's a cut weapon that fires [[env_flare|flare]] entities. | |||
| ==Introduction== | ==Introduction== | ||
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| Flares are fired briefly in [[Route Kanal]], but there is no gun to go along with them. | Flares are fired briefly in [[Route Kanal]], but there is no gun to go along with them. | ||
| {{BasicWeapon}} | |||
| ==See Also== | |||
| * {{ent|env_flare}} | |||
| [[Category:Cut Weapons]] | [[Category:Cut Weapons]] | ||
Revision as of 13:55, 26 June 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.

This entity is not in the game by default, but still has code available for it in the SDK.
This feature is not available anymore.
This feature is not available anymore.
|  Class hierarchy | 
|---|
| CFlaregun | 
|  weapon_flaregun.cpp | 
weapon_flaregun  is a cut  model entity  available in  Half-Life 2. It's a cut weapon that fires flare entities.
 Half-Life 2. It's a cut weapon that fires flare entities.
Introduction
The remnants of its code can be seen in hl2_dll\weapon_flaregun.cpp, which also defines env_flare. The weapon was originally, as its name suggests, intended as a handheld flare-firing device that sets objects and NPCs on fire. Its code briefly defines basic Precache, PrimaryAttack, and SecondaryAttack methods.
Flares are fired briefly in Route Kanal, but there is no gun to go along with them.
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.