weapon_spanner
		
		
		
		Jump to navigation
		Jump to search
		
weapon_spanner  is a   point entity  available in 
 Counter-Strike: Global Offensive.
It's one of many new entities added with the 
 Danger Zone update.
Apart from its model, its HUD icons and its damage values, it is identical to weapon_melee.
Entity Description
Players can only pick this entity up if game_type 6 and game_mode 0 are set. This is the case in 
 Danger Zone.
The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.
| Damage | unarmored | armored | 
|---|---|---|
| normal | 8 (7)* | 7 (5)* | 
| from behind | 14 (14)* | 11 (11)* | 
| thrown | 60 | 30 | 
* consecutive swings
KeyValues
CS:GO Weapon:
- 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: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 CanBePickedUpis false. 
- OnNPCPickup !FGD
 - Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.
 
FGD Code
@PointClass base(Weapon) studio("models/weapons/w_spanner_dropped.mdl") = weapon_spanner : "Wrench" []