weapon_flashbang
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Class hierarchy |
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CFlashbang |
weapon_flashbang.cpp |
weapon_flashbang
is a point entity available in Counter-Strike: Source, Counter-Strike: Global Offensive, and Counter-Strike 2.
Entity description
When thrown, this entity "becomes" a flashbang_projectile. Flashbangs explode after a fixed duration after being thrown, blinding and deafening every player that sees the explosion. Affected players have a white screen, an after-image and hear nothing but a ringing sound. The strength and duration until fadeout of the effects depend highly on the angle between the player's orientation and the explosion and also on the distance between them and the explosion.
KeyValues
CS:S / CS:GO / CS2 Weapon:
- Ammo (ammo) <integer> (only in )
- Amount of reserve ammo to be added. Fallback value is 0. !FGD
- Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (in all games since )
- Determines if players are able to pick up the weapon.
Flags
Start Constrained : [1]
- Prevents the model from moving.
Deny Player Pickup : [2] !FGD
- Prevents player from being able to pick up the weapon.
Inputs
CS:S / CS:GO / CS2 Weapon:
- SetAmmoAmount <integer> (in all games since )
- For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
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.
Behaves like SetClipPrimary.
- SetReserveAmmoAmount <integer> (in all games since )
- 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.
Negative values make a gun's ammo display disappear and reloading is impossible.
Negative values are clamped to 0 for guns.
- ToggleCanBePickedUp <boolean> (in all games since )
- 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 )
- 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 )
- Bug:Does nothing. SetReserveAmmoAmount works. [todo tested in?]
Outputs
CS:S / 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 ) !FGD
- When dropped, fires every tick on player touch (!activator is the player.).
Also fires on successful +use pickup. Does not fire ifCanBePickedUp
is false.
Categories:
- CBaseAnimating
- Counter-Strike: Source entities
- Counter-Strike: Source point entities
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive point entities
- Counter-Strike 2 entities
- Counter-Strike 2 point entities
- Pages with uncategorized bugs
- Point Entities
- Non-internal entities
- Weapons
- Counter-Strike: Source weapons
- Counter-Strike: Global Offensive weapons
- Counter-Strike 2 weapons