weapon_hammer

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weapon_hammer
Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

weapon_hammer is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. It's one of many new entities added with the CS:GO Danger Zone Danger Zone update.

Apart from its model, its HUD icons and its damage values, it is identical to weapon_melee.

Warning.pngWarning:In the I/O system and in VScript, this entity is targeted with the classname weapon_melee instead!

Entity Description

Players can only pick this entity up if game_type 6 and game_mode 0 are set. This is the case in CS:GO Danger Zone Danger Zone.

The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.

Damage unarmored armored
normal 19 (16)* 16 (13)*
from behind 32 (32)* 27 (27)*
thrown 60 30

* consecutive swings

KeyValues

CS:GO Weapon:

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in Counter-Strike: Global Offensive)
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:GO Weapon:

SetAmmoAmount <integer> (only in Counter-Strike: Global Offensive)
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.
SetReserveAmmoAmount <integer> (only in 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.
Negative values make a gun's ammo display disappear and reloading is impossible.
ToggleCanBePickedUp <boolean> (only in 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.

Outputs

CS:GO 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  !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  !FGD
Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.

FGD Code

@PointClass base(Weapon) studio("models/weapons/w_hammer_dropped.mdl") = weapon_hammer : "Hammer" []