weapon_hopwire

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Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CWeaponHopwire
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_hopwire.cpp

weapon_hopwire is a cut model entity available in Half-Life 2: Episode One Half-Life 2: Episode One and Portal Portal. A highly unstable black hole generator.

Note.pngNote:Cut from Half-Life 2: Episode One after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.
Warning.pngWarning:Crashes have been reported after enabling this weapon. Use with caution.

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.