weapon_healthshot

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Viewmodel of the MediShot. It shares the same model as the Adrenaline Shot from Left 4 Dead 2 with a modified texture.

<Counter-Strike: Global Offensive> weapon_healthshot is a point entity available in Counter-Strike: Global Offensive.

Entity Description

The MediShot (as referred to by the tablet in Danger Zone) was added in 2016 as part of the Operation Wildfire update, originally for the Co-op Strike game mode. It appears in the aforementioned Co-op Strike missions, as well as Danger Zone as starting equipment, as well as occasional drops from crates and being purchasable from the tablet for $1000.

When used, the player will stab himself with the syringe in the right chest. By default, 50 HP will be restored over 2.5 seconds. While the healing is taking place, the screen warps a large amount around the edges and a blue border gradually fades in and out. This, combined with the fact that the animation does not allow switching weapons, makes the MediShot significantly more useful while not in an engagement, as if you attempt to use it in the middle of combat, an enemy could take advantage of this and catch you with no weapon and limited vision.

Related console commands

Console Command Description
ammo_item_limit_healthshot The maximum number of healthshots each player can carry.
healthshot_allow_use_at_full Whether or not the players can use a healthshot while already being on maximum health.
healthshot_health The number of HP that is restored on usage, maxing out at the player's max_health.
healthshot_healthboost_damage_multiplier A multiplier for damage that healing player receives. For example, a healing player can receive double (2.0), normal (1.0), half (0.5) or no (0.0) damage, independent of the damage source.
healthshot_healthboost_speed_multiplier A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
healthshot_healthboost_time The duration of the speed effect of healthshot_healthboost_speed_multiplier, in seconds.
mp_death_drop_healthshot Whether or not each player will drop a healthshot on death (if he had at least one).
mp_tdm_healthshot_killcount Deathmatch: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
sv_health_approach_enabled Whether or not the HP are granted at once (0) or over time (1).
sv_health_approach_speed The rate at which the healing is granted, in HP per second, only if sv_health_approach_enabled is 1. Non-positive values result in no healing.

Keyvalues

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean>
Determines if players are able to pick up the weapon.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

  • 1 : Start Constrained
Prevents the model from moving.

Inputs

SetAmmoAmount <integer>
Sets the (primary) ammo which is usually the number of bullets in the active magazine. 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, a player holding this weapon will reload 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>
Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the weapon_ak47). Negative values make the ammo display disappear and reloading is impossible.
ToggleCanBePickedUp <boolean>
Toggles if 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.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

Weapon:

OnPlayerUse
Fires when a player +uses this weapon but does not pick it up, e.g. during the pickup cooldown immediately after dropping it or if CanBePickedUp is false (activator is the player).
OnPlayerPickup
Fires when a player picks this weapon up (activator is the player).
OnCacheInteraction  !FGD
Fires when a player picks this weapon up (activator is the player). Also fires rapidly when a player touches the weapon but automatic pickup fails, e.g. if he already has a weapon in that slot. Does not fire if CanBePickedUp is false.
OnNPCPickup  !FGD
Fires when an NPC picks up this weapon (activator is the NPC). However, bots in <Counter-Strike: Global Offensive> are considered players, so this output has no functionality.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.