func_recharge

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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>
FireUser1 to FireUser4
Fire the OnUser outputs; 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:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; 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)
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