weapon_hopwire
		
		
		
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This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
|  Class hierarchy | 
|---|
| CWeaponHopwire | 
|  weapon_hopwire.cpp | 
weapon_hopwire  is an   entity  available in  Portal. A highly unstable black hole generator.
 Portal. A highly unstable black hole generator.
 Note:Cut from
Note:Cut from  ; included the Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.
; included the Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1. Warning:Crashes has been reported after enabling this weapon. Use with caution.
Warning:Crashes has been reported after enabling this weapon. Use with caution.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.
