This article relates to the game "Half-Life: Blue Shift". Click here for more information.
This article relates to the game "Half-Life: Opposing Force". Click here for more information.
This article relates to the game "Half-Life". Click here for more information.

weapon_shotgun

From Valve Developer Community
Jump to navigation Jump to search

Viewmodel.
Class hierarchy
CShotgun
CBasePlayerWeapon
CBasePlayerItem
CBaseAnimating
CBaseDelay
CBaseEntity
shotgun.cpp

weapon_shotgun is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift. A shotgun based off the Franchi SPAS-12. The weapon can hold 8 rounds of bullets and up to 133 bullets can be carried (including eight loaded into the weapon). A box of bullets can be placed with ammo_buckshot.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.
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

Not In Deathmatch : [2048]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip.pngTip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.

Gallery