weapon_crossbow
		
		
		
		Jump to navigation
		Jump to search
		

 
|  Class hierarchy | 
|---|
| CWeaponCrossbow | 
|  weapon_crossbow.cpp | 
weapon_crossbow  is a   point entity  available in  Half-Life 2 series. It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with item_ammo_crossbow.
 Half-Life 2 series. It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with item_ammo_crossbow.
Before it is picked up, the crossbow also follows all physics rules as if it were a prop_physics.
 Bug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder
Bug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder Half-Life 2/hl2/models. It contains a broken duplicate of this model, which Hammer fails to load.  [todo tested in ?]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.























