weapon_slam
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weapon_slam
is a point entity available in Half-Life 2: Deathmatch,
Entropy : Zero 2, and
Mapbase.
Entity description
A tripmine. It can be placed on walls or be thrown and remotely detonated. Up to five can be held at a time.
Before it is picked up, the tripmine also follows all physics rules as if it were a prop_physics.
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.
Categories:
- Point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Non-internal Entropy : Zero 2 entities
- Entropy : Zero 2 entities
- Entropy : Zero 2 point entities
- Non-internal Mapbase entities
- Mapbase entities
- Mapbase point entities
- Half-Life 2: Deathmatch Entities
- Half-Life 2 Weapons
- Mapbase Entities