Defines the cw_hands weapon, a character's bare hands, which punch with primary fire and knock on doors with secondary fire.

A punch damages and pushes what the owner looks at within 64 units and can knock out a player it would leave at 30 health or less. The PlayerCanThrowPunch, PlayerCanPunchEntity, PlayerCanPunchKnockout, PlayerAdjustNextPunchInfo and PlayerCanKnockOnDoor hooks control it. The hands are removed instead of dropped.

Summary

Methods

Deploy()shared
Plays the fists draw animation and delays the first punch by one second.
Holster()shared
Allows the hands to be holstered at any time.
Sets the fist hold type.
OnDrop()shared
Removes the hands instead of dropping them.
Allows the hands to be removed.
Plays the door knock sound, and on the server also on the owner's client.
Plays the next punch animation, alternating left and right fists.
Throws a punch that damages, pushes or knocks out what the owner looks at within 64 units.
Damages the entity in front of the owner within 64 units with a club hit of Primary.Damage.
Reload()shared
Does nothing; the hands cannot reload.
Knocks on the door the owner looks at within 64 units if PlayerCanKnockOnDoor allows it.
Sets up the networked NextMeleeAttack and NextIdle floats.
Overridden to show no shooting effects.
Sets the next idle time to when the current view model sequence ends.

Methods

Plays the fists draw animation and delays the first punch by one second.

Allows the hands to be holstered at any time.

Sets the fist hold type.

Removes the hands instead of dropping them.

Allows the hands to be removed.

Plays the door knock sound, and on the server also on the owner's client.

Plays the next punch animation, alternating left and right fists.

On the server it also runs the animation on the owner's client.

Throws a punch that damages, pushes or knocks out what the owner looks at within 64 units.

A player left at 30 health or less is knocked out for 15 seconds if PlayerCanPunchKnockout allows it. Runs PlayerCanThrowPunch, PlayerCanPunchEntity, PlayerPunchEntity, PlayerPunchKnockout, PlayerPunchThrown and PlayerAdjustNextPunchInfo, which can change the attack delays.

Damages the entity in front of the owner within 64 units with a club hit of Primary.Damage.

Plays the hit sound after a short delay. The server also runs it on the owner's client for the sound.

Does nothing; the hands cannot reload.

Knocks on the door the owner looks at within 64 units if PlayerCanKnockOnDoor allows it.

Fires PlayerKnockOnDoor afterwards.

Sets up the networked NextMeleeAttack and NextIdle floats.

Overridden to show no shooting effects.

Sets the next idle time to when the current view model sequence ends.

Defined in