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Created Base Weapon (markdown)
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Base-Weapon.md
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### Inputs
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* **SetAmmo1** `<integer>` - Sets the weapon's currently loaded primary ammo.
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* **SetAmmo2** `<integer>` - Sets the weapon's currently loaded secondary ammo.
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* **GiveDefaultAmmo** `<void>` - Resets the weapon's loaded ammo to "default", which is usually the max.
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* **EnablePlayerPickup** `<void>` - Enables player pickup if it was disabled before.
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* **DisablePlayerPickup** `<void>` - Disables player pickup if it was enabled before.
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* **EnableNPCPickup** `<void>` - Enables NPC pickup if it was disabled before.
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* **DisableNPCPickup** `<void>` - Disables NPC pickup if it was enabled before.
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* **BreakConstraint** `<void>` - If the weapon was set to start constrained, this input breaks its constraint.
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* **ForcePrimaryFire** `<void>` - Forces the weapon to trigger its primary attack one time. This is supported on most guns, although implementation is weapon-specific and may function differently from weapon to weapon.
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* **ForceSecondaryFire** `<void>` - Forces the weapon to trigger its secondary attack one time. This is supported on most guns, although implementation is weapon-specific and may function differently from weapon to weapon.
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### Outputs
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* **OnDropped** `<void>` - Fires when dropped by a NPC or player, passing the dropper as the activator.
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### KeyValues
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* **Ammo 1** `<integer>` - Sets the weapon's currently loaded primary ammo. Requires the "Preserve ammo" spawnflag to function.
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* **Ammo 2** `<integer>` - Sets the weapon's currently loaded secondary ammo. Requires the "Preserve ammo" spawnflag to function.
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---
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# NPC/player interaction with weapons
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Mapbase adds a bunch of weapon-related I/O/KV to NPCs and players.
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