func_recharge
From Valve Developer Community
Contents |
Entity Description
A brush entity (as opposed to the model-based item_suitcharger) that recharges the HEV suit's battery power.
Availability
This brush-based entity is available in: HL2.
In code it is represented by class CRecharge, defined in hl2_dll\func_recharge.cpp.
Dedicated Console Variables
- sk_suitcharger (Default: 75 for hl2/30 for hl2dm)
- <integer>
- sk_suitcharger_citadel (Default: 500 for hl2/200 for hl2dm)
- <integer>
- sk_suitcharger_citadel_maxarmor (Default: 200)
- <integer>
Keyvalues
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Origin:
- Origin
<origin> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- _minlight
- <integer> Minimum light level.
Flags
- 8192 : Citadel recharger
Inputs
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
- Recharge
- SetCharge <integer>
- This sets the remaining charge in the charger to whatever value you specify
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OutRemainingCharge <float>
- Remaining Charge
- OnHalfEmpty
- Half-Empty
- OnEmpty
- Empty
- OnFull
- Recharged to full.
- OnPlayerUse
- Fired when the player +USEs the charger. (activator is the player)
