weapon_fists

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weapon_fists is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Template:SMOD: Redux.

Counter-Strike: Global Offensive

Info.png
This entity is not in the FGD by default.
It should not be put directly in a map.

It's one of many new entities added with the CS:GO Danger Zone Danger Zone update.

Entity Description

The command give weapon_fists works only if game_type 6 and game_mode 0 are set. This is the case in CS:GO Danger Zone Danger Zone.

Players cannot drop this entity. Furthermore, it is not possible to have this entity in a dropped state, especially because there is no model for it. Trying ent_create weapon_fists crashes the game.

The primary attack is a fast, weak punch.
The secondary attack is a slow, hard punch. If a player is hit by this attack, he drops his current weapon.

Damage unarmored armored
primary attack 15 7
secondary attack 30 15

KeyValues

CS:GO / CS2 Weapon:

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (in all games since Counter-Strike: Global Offensive)
Determines if players are able to pick up the weapon.

Flags

Start Constrained : [1]

Prevents the model from moving.

Inputs

CS:GO / CS2 Weapon:

SetAmmoAmount <integer> (in all games since Counter-Strike: Global Offensive)
For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
Counter-Strike: Global Offensive 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.
Counter-Strike 2 Behaves like SetClipPrimary.
SetReserveAmmoAmount <integer> (in all games since Counter-Strike: Global Offensive)
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.
Counter-Strike: Global Offensive Negative values make a gun's ammo display disappear and reloading is impossible.
Counter-Strike 2 Negative values are clamped to 0 for guns.
ToggleCanBePickedUp <boolean> (in all games since Counter-Strike: Global Offensive)
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.

SetClipPrimary <integer> (only in Counter-Strike 2)
For guns, sets the number of bullets in the active magazine, clamping between 0 and its clip size; When setting to 0, the owner may start reloading automatically.
Does nothing for grenades.
SetClipSecondary <integer> (only in Counter-Strike 2)
Icon-Bug.pngBug:Does nothing. SetReserveAmmoAmount works.  [todo tested in?]

Outputs

CS:GO / CS2 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  (removed since Counter-Strike 2) !FGD
When dropped, fires every tick on player touch (!activator is the player.).
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  (removed since Counter-Strike 2) !FGD
Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.


SMOD: Redux

Todo: Add image, keyvalues, and more information regarding the weapon itself.
Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Entity placed before suit pickup.