Weapon🔗
This represents a weapon. It inherits all methods from Entity.
*Fun fact (not useful in Lua): Internally this is represented as a CBaseCombatWeapon
in the source code.
Methods
- AbortReload
- ActivityListCount
- ActivityOverride
- AddViewKick
- AllowsAutoSwitchFrom
- AllowsAutoSwitchTo
- CalcViewmodelBob
- CanBePickedUpByNPCs
- CanBeSelected
- CanDeploy
- CanHolster
- CanLower
- CheckReload
- Clip1
- Clip2
- DefaultDeploy
- DefaultReload
- DefaultTouch
- Deploy
- DisplayAltFireHudHint
- DisplayReloadHudHint
- Drop
- EmitWeaponSound
- FinishReload
- GetActivity
- GetAnimPrefix
- GetAnimationPrefix
- GetBulletType
- GetClassName
- GetDamageAtLocation
- GetDeathNoticeName
- GetDefaultAnimSpeed
- GetDefaultClip1
- GetDefaultClip2
- GetDrawActivity
- GetFireRate
- GetIdealActivity
- GetIdealSequence
- GetMaxAutoAimDeflection
- GetMaxBurst
- GetMaxClip1
- GetMaxClip2
- GetMaxRestTime
- GetMinBurst
- GetMinRestTime
- GetNextPrimaryFire
- GetNextSecondaryFire
- GetOwner
- GetPrimaryAmmoCount
- GetPrimaryAmmoType
- GetPrimaryAttackActivity
- GetPrintName
- GetRandomBurst
- GetRumbleEffect
- GetSecondaryAmmoCount
- GetSecondaryAmmoType
- GetSecondaryAttackActivity
- GetShootSound
- GetSlot
- GetSlotPosition
- GetSubType
- GetViewModelSequenceDuration
- GetWeaponData
- GetWeaponFlags
- GetWeaponIdleTime
- GetWeaponViewModel
- GetWeight
- GetWorldModel
- GiveDefaultAmmo
- HandleFireOnEmpty
- HasAmmo
- HasAnyAmmo
- HasPrimaryAmmo
- HasSecondaryAmmo
- HasWeaponIdleTimeElapsed
- HideThink
- IsAllowedToSwitch
- IsLocked
- IsMeleeWeapon
- IsPredicted
- IsScripted
- IsViewModelSequenceFinished
- IsWeaponVisible
- IsWeaponZoomed
- ItemBusyFrame
- ItemHolsterFrame
- Lock
- Lower
- MaintainIdealActivity
- OnActiveStateChanged
- PrimaryAttack
- Ready
- Reload
- ReloadOrSwitchWeapons
- RescindAltFireHudHint
- RescindReloadHudHint
- SecondaryAttack
- SendViewModelAnimation
- SendWeaponAnimation
- SetActivity
- SetAnimationPrefix
- SetClip1
- SetClip2
- SetIdealActivity
- SetNextPrimaryFire
- SetNextSecondaryFire
- SetPickupTouch
- SetPrimaryAmmoCount
- SetSecondaryAmmoCount
- SetSubType
- SetViewModel
- SetViewModelIndex
- SetWeaponIdleTime
- SetWeaponVisible
- ShouldDisplayAltFireHUDHint
- ShouldDisplayReloadHUDHint
- ShouldShowControlPanels
- StartSprinting
- StopSprinting
- StopWeaponSound
- UsesClipsForAmmo1
- UsesClipsForAmmo2
- UsesPrimaryAmmo
- UsesSecondaryAmmo
- VisibleInWeaponSelection
- WeaponAutoAimScale
- WeaponIdle
- WeaponItemPostFrame
- WeaponItemPreFrame
- WeaponState