This article's documentation is for anything that uses the Source engine. Click here for more information.

Env beverage: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(raw; needs cleanup)
 
No edit summary
 
(89 intermediate revisions by 33 users not shown)
Line 1: Line 1:
{{cleanup}}
{{languageBar}}
env_beverage
{{TabsBar|main=Env beverage}}
{{CD|CEnvBeverage|file1=effects.cpp}} {{ent not in fgd}}
{{this is a|point entity|name=env_beverage}} It is a {{hl1|4}} legacy entity: the beverage vending machine. This entity dispenses [[item_sodacan|soda cans]] when [[+use|used]].


HL1 Legacy: Beverage Dispenser.
{{Note|
* These are not used for the vending machines in {{hl2|2}}. Those are done with a {{ent|func_button}} and {{ent|point_template}}.
* This uses {{file|icon=file|models/can|mdl}} by default.<br>In most games except {{hls|2}}, {{hldms|2}}, and {{jbep3|2}}, you will need to provide your own model as this one is not present.<br>Additionally, the {{code|ItemSoda.Bounce}} [[soundscript]] and associated audio files should also be provided, which plays every time the soda can [[think]]s.
* Still exists in {{bms|2}}, but is deprecated by {{ent|env_dispenser}}.
}}


KEYS
==Keyvalues==
[[File:Soda can skins.png|thumb|The six flavors of soft drinks in {{hls|2}}.]]
{{KV Targetname}}
{{KV|Pitch Yaw Roll (Y Z X)|intn=angles|QAngle|Which direction to dispense the pop.}}
{{KV|Capacity|intn=health|integer|Number of cans in the dispenser. Default 10 (0 is treated as 10).}}
{{KV|Beverage Type|intn=beveragetype|integer choices|Which [[skin]] to use for the spawned can. Vanilla {{hls}} skins described below:}}
:<ol start="0"><!--
--><li> '''"Coca-Cola"''' - A lime green can with what appears to be half a kiwifruit pictured, labelled "{{mono|HAI !}}". <!--
--><li> '''"Sprite"''' - A brown can with yellow droplets pictured, labelled "{{mono|GLUB}}". <!--
--><li> '''"Diet Coke"''' - A red/blue can with red berries pictured, labelled "{{mono|GRAPE}}". <!--
--><li> '''"Orange"''' - A blue and green can with a lighter blue face pictured, labelled "{{mono|GUTHRIE}}". <!--
--><li> '''"Surge"''' - A dark green can with darker coloured ends, labelled "{{mono|YUCK}}". <!--
--><li> '''"Moxie"''' - A yellow/orange can with a fiery effect, labelled "{{mono|DANTE}}". <!--
--><li> '''Random''' - One of the first 6 skins found in the MDL will be chosen at random.
</ol>
:{{note|While skin 6 cannot be selected, skins 7 and higher can. Only skins 0-5 will be used by "random", however.}}


Name targetname <target_source> The name that other entities refer to this entity by.
==Inputs==
{{I|[[Use]] / Activate|param=void|Dispenses a can}}


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
== FGD Code ==
<syntaxhighlight lang=cpp>
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
health(integer) : "Capacity" : 10
beveragetype(choices) : "Beverage Type" : 0 : "Which skin to spawn. Skins 7 and higher can also be chosen, but only skins 0-5 will be used when set to 6 (random)." =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
6 : "Random"
]


Capacity health <integer> Number of cans in the dispenser.
input Activate(void) : "Dispense a beverage."
 
]
Beverage Type beveragetype <choices>
</syntaxhighlight>
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> 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.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
Activate Enable this dispenser.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 23:18, 28 May 2025

English (en)中文 (zh)Translate (Translate)
Source Engine ( General | Black Mesa )
edit
C++ Class hierarchy
CEnvBeverage
CBaseEntity
C++ effects.cpp
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

env_beverage is a point entity available in all Source Source games. It is a Half-Life Half-Life legacy entity: the beverage vending machine. This entity dispenses soda cans when used.

Note.pngNote:

Keyvalues

The six flavors of soft drinks in Half-Life: Source Half-Life: Source.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
Which direction to dispense the pop.
Capacity (health) <integer>
Number of cans in the dispenser. Default 10 (0 is treated as 10).
Beverage Type (beveragetype) <integer choices>
Which skin to use for the spawned can. Vanilla Half-Life: Source skins described below:
  1. "Coca-Cola" - A lime green can with what appears to be half a kiwifruit pictured, labelled "HAI !".
  2. "Sprite" - A brown can with yellow droplets pictured, labelled "GLUB".
  3. "Diet Coke" - A red/blue can with red berries pictured, labelled "GRAPE".
  4. "Orange" - A blue and green can with a lighter blue face pictured, labelled "GUTHRIE".
  5. "Surge" - A dark green can with darker coloured ends, labelled "YUCK".
  6. "Moxie" - A yellow/orange can with a fiery effect, labelled "DANTE".
  7. Random - One of the first 6 skins found in the MDL will be chosen at random.
Note.pngNote:While skin 6 cannot be selected, skins 7 and higher can. Only skins 0-5 will be used by "random", however.

Inputs

Use / Activate <void>
Dispenses a can

FGD Code

@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
	health(integer) : "Capacity" : 10
	beveragetype(choices) : "Beverage Type" : 0 : "Which skin to spawn. Skins 7 and higher can also be chosen, but only skins 0-5 will be used when set to 6 (random)." = 
	[
		0 : "Coca-Cola"
		1 : "Sprite"
		2 : "Diet Coke"
		3 : "Orange"
		4 : "Surge"
		5 : "Moxie"
		6 : "Random"
	]

	input Activate(void) : "Dispense a beverage."
]