weapon_ar2
(Redirected from AR2)
Jump to navigation
Jump to search
Class hierarchy |
---|
CWeaponAR2 |
weapon_ar2.cpp |
weapon_ar2
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life 2: Deathmatch, and Half-Life 2: Lost Coast.
Entity description
An Overwatch pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses and three alt-fire orbs can be carried (including 30 loaded into the weapon). A clip of pulses can be placed in a map with the item_ammo_ar2 or the item_ammo_ar2_large entity, while orbs can be placed with item_ammo_ar2_altfire.
Before being picked up, the rifle also follows all physics rules as if it were a prop_physics.
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.
Categories:
- CBaseAnimating
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Half-Life 2: Lost Coast entities
- Half-Life 2: Lost Coast point entities
- Half-Life 2 Entities
- Half-Life 2 Weapons