weapon_ar2

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Weapon irifle.PNG
C++ Class hierarchy
CWeaponAR2
CHLMachineGun
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_ar2.cpp

weapon_ar2 is a model entity available in Half-Life 2 series Half-Life 2 series.

Entity description

An Overwatch pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses (including 30 loaded into the weapon) and three alt-fire orbs can be carried. 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
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.