nyuuzyou/wikis huggingface dataset:
Weapon glock (Half-Life 1)

The pistol used in the GoldSrc Half-Life games. This weapon can be represented by two different class names, weapon_9mmhandgun and weapon_glock. Unlike many other entities that have their same class name in Half-Life and Half-Life: Source, only weapon_glock will work in the Source version of the game.
==Key Values==
==Flags==
==Gallery==
V_9mmhandgun_goldsrc_hd.png|Viewmodel from the HD Pack, which replaces it with the .
W_9mmhandgun_goldsrc.png|Worldmodel.
W_9mmhandgun_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeW9
Weapon hammer

Apart from its model, its HUD icons and its damage values, it is identical to weapon_melee.
== Entity Description ==
Players can only pick this entity up if and are set. This is the case in .
The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.
Damage 	unarmored	armored
normal 	19 (16)* 	16 (13)*
from behind	32 (32)* 	27 (27)*
thrown 	60 	30
* consecutive swings
== FGD Code ==
@PointClass base(Weapon) studio("models/weapons/w_hammer_dropped.mdl") = weapon_hammer : "Hammer" []
H
Weapon handgrenade (GoldSrc)

The Fragmentation Grenade is a timed explosive that detonates five seconds after its pin is pulled. The explosion has a medium-sized radius, and the closer to the explosion an enemy is, the more damage they will suffer. The player can carry up to 10 Fragmentation Grenades.
==Key Values==
==Flags==
==Gallery==
File:V_grenade_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_grenade_goldsrc.png|Worldmodel.
File:W_grenade_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWh
Weapon healthshot

==Entity Description==
The MediShot (as referred to by the tablet in Danger Zone) was added in 2016 as part of the Operation Wildfire update, originally for the Co-op Strike game mode.
It appears in the aforementioned missions, in as starting equipment, occasional drop or tablet purchase for $1000 and in and when making a number of consecutive kills in one life.
When used, the player will stab themselves with the syringe in the right chest, emitting a unique sound and consuming the healthshot. By default, 50 HP will be restored over 2.5 seconds. While the healing is taking place, the screen warps around the edges and a blue border gradually fades in and out.
Obviously, the MediShot is more useful while not in an engagement, as if you attempt to use it in the middle of combat, an enemy could catch you with no weapon.
This weapon's reserve ammo stands for the number of MediShots that a player has. Its primary ammo has no effect and should therefore be -1 to hide the UI ammo numbers.
==Related Console Variables==
The default values refer to the configs csgo/cfg/gamemode_armsrace.cfg, _deathmatch.cfg, _survival.cfg and the default value when launching the game.
Console Variable 	Default Value	Default Value	Default Value	Description
Console Variable 	 	 	else 	Description
ammo_item_limit_healthshot 	 	2 	4 	The maximum number of healthshots each player can carry.
healthshot_allow_use_at_full 	 	 	1 	Whether or not the players can use a healthshot while already being on maximum health.
healthshot_health 	50 	 	50 	The number of HP that is restored on usage, maxing out at the player's max_health.
healthshot_healthboost_damage_multiplier	 	0.9 	1.0 	A multiplier for damage that a healing player receives. For example, a healing player can receive double (2.0), normal (1.0), half (0.5) or no (0.0) damage, independent of the damage source.
healthshot_healthboost_speed_multiplier 	 	1.2 	1.0 	A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
healthshot_healthboost_time 	1 	6.5 	0 	The duration of the speed effect of healthshot_healthboost_speed_multiplier, in seconds.
mp_death_drop_healthshot 	 	 	1 	Whether or not each player will drop a healthshot on death (if he had at least one).
mp_ggprogressive_healthshot_killcount 	3 	 	3 	: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
mp_tdm_healthshot_killcount 	 	 	3 	: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
sv_health_approach_enabled 	1 	1 	0 	Whether or not the HP are granted at once (0) or over time (1).
sv_health_approach_speed 	20 	 	10 	The rate at which the healing is granted, in HP per second, only if sv_health_approach_enabled is 1. Non-positive values result in no healing.
Weapon hornetgun (GoldSrc)

The Hivehand's primary fire launches homing hornets which chases targets in their general direction at a moderate rate. Secondary fire can unload the entire weapon at once but the hornets will not chase their targets and can damage breakable objects. The maximum ammunition is infinite.
==Key Values==
==Flags==
==Gallery==
File:V_hgun_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_hgun_goldsrc.png|Worldmodel.
File:W_hgun_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWh
Weapon item spawn

It is a spawn point for any available item, except weapon upgrades. Spawned item is automatically placed on the ground below.
__NOTOC__
== Keyvalues ==
:
:
:* Any – director will place any available melee weapon
:You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: crowbar,fireaxe,machete
== Flags ==
== Editing the FGD (Optional) ==
== See Also ==
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
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* 
*
Weapon knife

thumb|x350px|weapon_knife in .
==Entity Description==
 Damage against unarmored (armored) Players
Attack Type 	 	
Primary attack, first swing 	20 (17) 	40 (34)
Primary attack, consecutive swing	15 (12) 	25 (21)
Primary attack, backstab 	- 	90 (76)
Secondary attack 	65 (55) 	65 (55)
Secondary attack, backstab 	195 (165)	180 (153)
A knife swing is considered a backstab if the angle between the attacked player's orientation and the 2D-vector from the attacking player to the attacked player is cos-1(0.475) ≈ 61.64° or less. This means that the orientation of the attacking player and the z-difference of the players are not regarded in this calculation.
Damage types are always DMG_SLASH and DMG_NEVERGIB.
Weapon magnum

right | 300px
In the primary and currently active magasin it loads to 20 bullets with an additional 80 bullets at the side, uses ammo type Item_ammo_magnum. For the secondary deadly shell of depleted uranium shots, it holds a maximum of 8 and uses ammo type item_ammo_duag. See SiN Episodes Weapons for more information about this weapon.
__TOC__
Category: Sin Episodes WeaponsCategory: Sin Episodes
Weapon melee (Counter-Strike: Global Offensive)

This entity itself is unused in-game. Instead, there are other weapons that are subclasses of this "throwable base weapon", i.e. weapon_axe, weapon_hammer and weapon_spanner.
== Entity Description ==
Players can only pick this entity up if and are set. This is the case in .
The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.
Damage 	unarmored 	armored
normal 	60 (50)* 	51 (42)*
from behind	100 (100)*	85 (85)*
thrown 	60 	30
* consecutive swings
It has no icon in the owning player's HUD on the bottom right.
== FGD Code ==
Weapon melee spawn

Is is a spawn point for any melee weapon.
== Keyvalues ==
:The names of the spawnable melee weapons have to be included in the text field. Names are:
:* Any – director will place any melee weapon listed in the Missionfile's "meleeweapons" string.
:You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: crowbar,fireaxe,machete
:
== Flags ==
weapons-melee-w_bat.jpg
weapons-melee-w_cricket_bat.jpg
weapons-melee-w_cricket_bat-skin1.jpg
weapons-melee-w_crowbar-skin1.jpg
weapons-melee-w_crowbar.jpg
weapons-melee-w_electric_guitar.jpg
weapons-melee-w_fireaxe.jpg
weapons-melee-w_frying_pan.jpg
weapons-melee-w_katana.jpg
weapons-melee-w_machete.jpg
weapons-melee-w_pitchfork.jpg
weapons-melee-w_shovel.jpg
weapons-melee-w_tonfa.jpg
w_models-weapons-w_knife_t.jpg
== See also ==
* L4D2 - Weapon and Item Spawning
* 
* 
Category:Weapons
Category:Left 4 Dead 2 Weapons
Weapon physcannon

It's the Zero-Point Energy Field Manipulator (AKA Gravity Gun), used to manipulate physics objects in the game world. Before it is picked up, the gravity gun also follows all physics rules as if it were a .
The Zero-Point Energy Field Manipulator was designed for handling hazardous materials, but the people at Eli's lab mainly used it for heavy lifting.
It does not require any ammunition or recharging. Special interactions between a physics prop and the gravity gun are defined by the physgun_interactions in the model's QC file.
Gravity Gun has two attacks: punt and grab. Primary attack emits a charge, making props fly. Secondary attack attracts prop to the gun and grabs it. In this state, primary attack throws the prop, secondary attack releases it.
The effective range of each attack depends largely on the mass of the prop. Some NPCs (antlions and headcrabs) are pushed back by the impact of a punt at close range.
==Games==
======
Players spawn with a Gravity Gun by default.
==KeyValues==
==Flags==
==Inputs==
==Outputs==
==Dedicated ConVars==
 
==Console commands==
==See Also==
* Half-Life 2: Deathmatch Zero Point Energy Field Manipulator fix
Category:Half-Life 2 Entities
P
Weapon physgun

weapon_physgun is a cut point entity from the Half-Life 2 series, available in SMOD: Redux and , Garry's Mod (by default) too.
==Entity Description==
Not to be confused with weapon_physcannon. Essentially a long range gravity gun, it could manipulate objects from afar with a laser beam or weld objects together with the alt-fire.
Mods such as Garry's Mod re-add the Physgun, but lose the alt-fire and use the upgraded gravity gun model rather than the cut Physgun model.
Category:Cut Weapons
Weapon pistol

thumb|right|200px
A semi-automatic pistol based off the USP Match. When first picked up, the player is given 18 bullets. Up to 168 bullets can be carried (including 18 loaded into the weapon). A box of rounds can be placed with item_ammo_pistol or item_ammo_pistol_large.
Before it is picked up, the pistol also follows all physics rules as if it were a prop_physics.
Weapon portal base

Category:Weapons
It's a code class in and which is a base class for all weapon entities.
It is functionally similar to baseportalcombatweapon and basehlcombatweapon but not entirely.
While its classname entity goes entirely unused, it can be repurposed by maps and mods to make simple custom weapons.
==Creation==
If a valid weapon script named is placed in the folder, it will use that script to define its models, ammo type, etc (this works even if the script is packed into the map). If the script allows the weapon to fire bullets, it will shoot as a low accuracy machine gun, similar to how the AR2 fires.
If its ammo type is valid, it will do damage like any other weapon, allowing for the creation of a fully custom machine gun without any new weapon code.
==Fixing the damage==
In , all the ammotypes exist in game, but the convars for damage and max ammo capacity are all set to 0 by default. Copying over from into or setting the convars directly allows the ammotypes to be used to create damaging weapons in .
Paired in conjunction with 's coop mode this allows for the creation of deathmatch style maps.
==Custom "weapons"==
If the script is one that doesn't shoot bullets (for example, if the gravity gun script is copied over), it will still act as a viewmodel and play firing animations, which is perfect for making new mechanically distinct weapons via entities like game_ui (for getting player left and right clicks) and logic_measure_movement (to move entities to the players eye position, for spawning projectiles or other weapon effects).
If the player doesn't have an item_suit, the command can be used to switch to this weapon, and can be used to switch back to the portal gun.
==FGD Code==
@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_portal_base : "Custom Weapon"[]
==See also==
*weapon_portalgun
*basehlcombatweapon
*baseportalcombatweapon
*weapon_cubemap
*weapon_promo_antenna_ball
*weapon_promo_antenna_egg
*weapon_promo_helmet_ball
*weapon_promo_helmet_egg
==Credits==
This article has been copied from the Source Entities Wiki.
Original article by Pinsplash: https://srcents.miraheze.org/wiki/CWeaponPortalBase
Weapon promo antenna ball

It was a promotional cosmetic item once given out to coop players in the past.
It can still be used if the command is parsed in the console.
It appears as a orange flag with the Aperture Science logo printed in white on it.
Its weapon script can be found under .
== See also ==
*weapon_promo_antenna_egg
*weapon_promo_helmet_ball
*weapon_promo_helmet_egg
*weapon_portalgun
*weapon_portal_base
*basehlcombatweapon
*baseportalcombatweapon
*weapon_cubemap
Category:Weapons
Weapon promo antenna egg

It was a promotional cosmetic item once given out to coop players in the past.
It can still be used if the command is parsed in the console.
It appears as a orange flag with the Aperture Science logo printed in white on it.
Its weapon script can be found under 
== See also ==
*weapon_promo_antenna_ball
*weapon_promo_helmet_ball
*weapon_promo_helmet_egg
*weapon_portalgun
*weapon_portal_base
*basehlcombatweapon
*baseportalcombatweapon
*weapon_cubemap
Category:Weapons
Weapon promo helmet ball

It was a promotional cosmetic item once given out to coop players in the past.
It can still be used if the command is parsed in the console.
It appears as a yellow cage that goes over the head of the player leaving the arms and eyes exposed.
Its weapon script can be found under 
== See also ==
*weapon_promo_antenna_ball
*weapon_promo_antenna_egg
*weapon_promo_helmet_egg
*weapon_portalgun
*weapon_portal_base
*basehlcombatweapon
*baseportalcombatweapon
*weapon_cubemap
Category:Weapons
Weapon promo helmet egg

It was a promotional cosmetic item once given out to coop players in the past.
It can still be used if the command is parsed in the console.
It appears as a yellow cage that goes over the head of the player leaving the arms and eyes exposed.
Its weapon script can be found under 
== See also ==
*weapon_promo_antenna_ball
*weapon_promo_antenna_egg
*weapon_promo_helmet_ball
*weapon_portalgun
*weapon_portal_base
*basehlcombatweapon
*baseportalcombatweapon
*weapon_cubemap
Category:Weapons
Weapon rpg

thumb|right|300px
==Entity Description==
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 3 rockets can be carried at once. A rocket can be placed with . The rocket entities are named .
If player has to face a gunship it's wise to put item_ammo_crate with the Ammo Type set to RPG Rounds nearby so player has an unlimited supply of rockets to succesfully stand against the gunship.
Before it is picked up, the rocket launcher also follows all physics rules as if it were a .
Category:Half-Life 2 Entities R
==See also==
* 
* 
*
Weapon rpg (GoldSrc)

The RPG is a shoulder-mounted portable rocket launcher used by the Hazardous Environment Combat Unit. It includes an integrated targeting laser that can guide rockets once they leave the tube. If this laser is deactivated, rockets will be "dumb-fired" instead, maintaining their straight trajectory.
The weapon can hold 1 round of a rocket and 5 rockets can be carried. can be replenished with .
==Key Values==
==Flags==
==Gallery==
File:V_rpg_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_rpg_goldsrc.png|Worldmodel.
File:W_rpg_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWr
Weapon satchel (GoldSrc)

The Satchel is one of the most destructive items accessible to the player, it creates a powerful explosion with a remotely controlled detonation. The player can carry up to 5 Satchels.
==Key Values==
==Flags==
==Gallery==
File:V_satchel_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_satchel_goldsrc.png|Worldmodel.
File:W_satchel_goldsrc_hd.png|Ditto, HD Pack.
File:V_satchel_radio_goldsrc.png|Viewmodel of the radio detonator.
File:V_satchel_radio_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWs
Weapon scattergun

right | 300px
 For its primary clip it can load max 8 pellets with an additional 30 in its inative magasins and takes Item_ammo_buckshot. The secondary ricochet pellets allows the player to hold 10 at once maximum and uses item_ammo_flak. See SiN Episodes Weapons for more information about this weapon.
__TOC__
Category: Sin Episodes WeaponsCategory: Sin Episodes
Weapon shield

The Riot Shield was first introduced as part of the mode, but since has been added to the buy menu for Hostage mode.
==Entity Description==
When deployed, a player holds the shield in front of them, protecting them from the front but also restricting their own field of view. When shot, the shield loses some of its durability and the carrier can see in a UI element showing how much damage the shield can still absorb before it will break. The carrier can use their primary or secondary fire to perform a knock in front of them, dealing a number of damage points set with sv_shield_bash_damage_to_players to unarmored players. With enough armor points, armored players receive half of the damage but they also lose armor points. When the shield is holstered, the carrier has the shield on their back, shielding damage from behind but they don't see the aforementioned UI element. When broken while active, the player switches to their best weapon.
Bots cannot actively use a shield, they can only carry it on their back.
For this weapon to be purchasable and being able to pick it up in , at least one func_hostage_rescue needs to be present in the map. It can always be picked up in , i.e. if game_type 6; game_mode 0 are set.
==Related Console Variables==
Console Variable 	Default Value	Description
mp_shield_speed_deployed 	170 	The max speed of a player when they have a shield deployed.
mp_shield_speed_holstered 	200 	The max speed of a player when they have a shield holstered.
sv_shield_bash_damage_to_nonplayer 	30 	Shield bash damage to non-players.
sv_shield_bash_damage_to_players 	90 	Shield bash damage to players.
sv_shield_explosive_damage_cap 	99 	
sv_shield_explosive_damage_crouch_bonus	10 	
sv_shield_explosive_damage_mindist 	30 	
sv_shield_explosive_damage_mult 	4 	
sv_shield_explosive_damage_scale 	0.5 	
sv_shield_hitpoints 	850 	Amount of damage the shield can absorb before breaking.
sv_shield_purchase_restricted_to 	ct 	Restrict shield purchases to specific team. Has no effect in . Values:
* "none": No one
* "ct": Only CTs
* "t": Only Ts
* none of the above: Both teams
S
Weapon shotgun

thumb|400px|right
==Entity description==
A shotgun based off the Franchi SPAS-12. When first picked up, the player is given 12 shells. Up to 36 shells can be carried (including six loaded into the weapon). A box of them can be placed with item_box_buckshot.
Before it is picked up, the shotgun also follows all physics rules as if it were a prop_physics.
Weapon shotgun (GoldSrc)

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 .
==Key Values==
==Flags==
==Gallery==
File:V_shotgun_goldsrc_hd_2.png|Viewmodel from the HD Pack.
File:W_shotgun_goldsrc_2.png|Worldmodel.
File:W_shotgun_goldsrc_hd_2.png|Ditto, HD Pack.
Category:Half-LifeWs
Weapon smg1

thumb|right|200px
An automatic machine gun based off the . When first picked up, the player is given 90 bullets. Up to 270 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon). A box of bullets can be placed with item_ammo_smg1 or item_ammo_smg1_large, while grenades can be placed with item_ammo_smg1_grenade.
Before it is picked up, the gun also follows all physics rules as if it were a prop_physics. 
== Placement guide ==
//:
In the main Half-Life 2 series, this weapon is usually best utilized in close to medium ranged firefights. Ammo is frequent in HL2/EP1, as it is the weapon of choice for CP units and soldiers. In EP2, ammo is less frequent as the player should encounter much less combine forces, however rebel establishments like white forest should have bountiful supplies of ammo. In all games, close combat areas should put a balanced emphasis on Shotgun and SMG usage.
:
/:
In the Entropy : Zero series, this weapon has been given a significant increase to both damage and recoil, giving a heavier emphasis on close-range fights. Ammo is somewhat frequent, as most rebels use the SMG. The player should have a fair amount of SMG ammunition at all times.
Smg1
Weapon smokegrenade

thumb|upright=0.5|weapon_smokegrenade in .
== Entity description ==
A smoke grenade. Usable by both teams.
When thrown, this entity "becomes" a smokegrenade_projectile. If it lies still, it will emit smoke particles, blocking the line of sight for players. At least some time must elapse between the throwing and the "smoking", i.e. if the projectile comes to rest quickly, there will be a delay before it emits smoke.
Weapon snark (GoldSrc)

The Snark, also known as the Squeak Grenade, will attack the player when the mines are tripped. However, the nests can be picked up and snarks can be used as weapons that can be thrown towards enemies.
==Key Values==
==Flags==
==Gallery==
File:V_squeak_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_squeak_goldsrc.png|Worldmodel of an individual snark.
File:W_squeak_goldsrc_hd.png|Ditto, HD Pack.
File:W_sqknest_goldsrc.png|Worldmodel of the snark nest.
File:W_sqknest_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWs
Weapon spanner

Apart from its model, its HUD icons and its damage values, it is identical to weapon_melee.
== Entity Description ==
Players can only pick this entity up if and are set. This is the case in .
The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.
Damage 	unarmored	armored
normal 	8 (7)* 	7 (5)*
from behind	14 (14)* 	11 (11)*
thrown 	60 	30
* consecutive swings
== FGD Code ==
@PointClass base(Weapon) studio("models/weapons/w_spanner_dropped.mdl") = weapon_spanner : "Wrench" []
S
Weapon spawn

300px|thumb|
 It is a configurable spawner for any non-melee weapon.
== Keyvalues ==
:
Value 	Description
any 	Any primary or secondary weapon
any_pistol 	Any Pistol
weapon_pistol 	Pistol
weapon_pistol_magnum 	Magnum Pistol
any_primary 	Any Primary Weapon
tier1_any 	Any tier 1 primary
tier2_any 	Any tier 2 primary
any_smg 	Any tier 1 SMG
any_rifle 	Any tier 2 Rifle
any_sniper_rifle 	Any tier 2 Sniper Rifle
any_shotgun 	Any Shotgun
tier1_shotgun 	Any tier 1 Shotgun
tier2_shotgun 	Any tier 2 Shotgun
weapon_smg 	SMG
weapon_smg_silenced 	Silenced SMG
weapon_pumpshotgun 	Pump Shotgun
weapon_shotgun_chrome 	Chrome Shotgun
weapon_autoshotgun 	Auto Shotgun
weapon_shotgun_spas 	SPAS Shotgun
weapon_rifle 	M4 Rifle
weapon_rifle_desert 	Desert Rifle
weapon_rifle_ak47 	AK47
weapon_hunting_rifle 	Hunting Rifle
weapon_sniper_military	Sniper Military
weapon_smg_mp5 	MP5
weapon_rifle_sg552 	SG552
weapon_sniper_awp 	Sniper AWP
weapon_sniper_scout 	Sniper Scout
== Flags ==
== See Also ==
*
Weapon striderbuster

It is a sticky bomb designed to be launched at Striders with the Gravity Gun. After attaching to the strider, it must be detonated with a conventional weapon. It is referred to by characters as the "Magnusson Device".
Category:Half-Life 2 Entities
__NOTOC__
==Keyvalues==
==Flags==
==Inputs==
==Outputs==	
== See Also ==
* 
stickybomb