Template:O WeaponSpawn

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WeaponSpawn:

WeaponSpawnSingle:

OnItemSpawn  (removed since <Left 4 Dead 2>)
Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.
OnPlayerTouch  !FGD
To do: Does this still work? Is it defunct leftovers from earlier engine branches?
OnCacheInteraction  !FGD
To do: What does the name implies, and does this still work? Is it defunct leftovers from earlier engine branches?

Model:

OnIgnite
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.