weapon_flaregun

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Revision as of 13:55, 26 June 2025 by Sydos23 (talk | contribs) (Did some cleanup)
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Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Info-red.png
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.
C++ Class hierarchy
CFlaregun
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_flaregun.cpp

weapon_flaregun is a cut model entity available in Half-Life 2 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.

See Also