BaseInventoryItem
class
Base for anything that can live in an Sandbox.InventoryComponent. Handles the basics every
item needs - a networked slot, editor metadata, and overridable equip/holster lifecycle - so
deriving an item is almost no boilerplate. Usable as-is for a simple no-code pickup, or derive
from it for weapons, tools, etc.
BaseWeaponModel
class
Marks up a weapon's view or world model with the attachment points the weapon fires from - the
muzzle, the shell-eject port, and so on - and plays the stock presentation off them: muzzle
flash, brass and tracer prefabs, plus the b_deploy/b_attack/b_reload animation parameters. Drop
this on a weapon model prefab, wire the attachment GameObjects, and override the On* hooks to
extend or replace any of it. The holding Sandbox.BaseWeapon drives it through those hooks.
BeamEffect
class
The BeamEffect component creates a visual beam effect in the scene, simulating a continuous line or laser-like effect.
Unlike LineRenderer these beams can change over time, spawn multiple instances, and have various properties like color, texture, and lifetime.
This is a useful component for creating things like laser beams, energy effects and tracers.