Func recharge

From Valve Developer Community

Table of 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 (http://doxygen.page.needed/class_c_recharge.html), defined in hl2_dll\func_recharge.cpp (http://doxygen.page.needed/func__recharge_8cpp-source.html).

Dedicated Console Variables

  • sk_suitcharger (Default: 75)
<integer>
  • sk_suitcharger_citadel (Default: 500)
<integer>
  • sk_suitcharger_citadel_maxarmor (Default: 200)
<integer>

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
  • origin
<origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
  • _minlight
<integer> Minimum light level.

Flags

  • 8192 : Citadel recharger

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • Recharge
  • SetCharge <integer> [Episode One Update]
This sets the remaining charge in the charger to whatever value you specify

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OutRemainingCharge <float>
Remaining Charge
  • OnHalfEmpty
Half-Empty
  • OnEmpty
Empty
  • OnFull
Recharged to full.
  • OnPlayerUse
Fired when the player +USEs the charger.
!activator = player