weapon_usp_silencer

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This article or section needs to be cleaned up to conform to a higher standard of quality because:
this is not in Counter-Strike: Global Offensive based on list present on dump_entity_sizes
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C++ Class hierarchy
???
CWeaponCSBaseGun
CWeaponCSBase
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
The Silenced USP-S
Not to be confused with weapon_usp.

weapon_usp_silencer is a model entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Warning.pngWarning:In the I/O system and in VScript, this entity is targeted with the classname weapon_hkp2000 instead!

Entity Description

The Wikipedia icon small.png USP-S is a counter-terrorist-exclusive pistol as an alternative to the P2000. It is a semi-automatic pistol that uses ammo_45acp as ammunition and has a detachable suppressor (silencer). It is the successor to the USP in previous Counter-Strike series. It holds 12 rounds in a clip and 24 in reserve.

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

HideWeapon  !FGD
Hides active weapon. Use weapon classname as target entity.
SetAmmoAmount <integerRedirectInput/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 <integerRedirectInput/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 <booleanRedirectInput/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
!activator = player
!caller = this entity
Fires when a player +uses this weapon. Does not fire if the weapon is picked up successfully.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks this weapon up.
OnCacheInteraction  !FGD
!activator = player
!caller = this entity
When dropped, fires every tick on player touch.
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  !FGD
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon. Bots are considered players, so this output has no functionality.