Item healthvial: Difference between revisions

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{{EntityTabs|item healthvial|source=1|source2=1|main=source}}
{{TabsBar|main=Item healthvial}}
[[File: item_healthvial.png | right | 300px]]
{{CD|CHealthVial|file1=1}}
[[File: item_healthvial.png | thumb | 150px]]


{{Entity|item_healthvial|game=Half-Life 2|game1=SiN Episodes|type=e0}} This item restores a smaller amount of health points for players on pickup.
{{this is a|model entity|game=Half-Life 2 series|name=item_healthvial}} This item restores a smaller amount of health points for players on pickup.
__TOC__
__NOTOC__
{{clr}}


==ConVars/Commands==
==ConVars/Commands==
{{varcom|start}}
{{varcom|start}}
{{varcom|sk_healthvial|10|Arbitrary number|Amount of health to restore. This amount is unaffected by difficulty settings.}}
{{varcom|sk_healthvial|10|[[Float]]|Amount of health to restore. This amount is unaffected by difficulty settings.}}
{{varcom|end}}
{{varcom|end}}


{{KVIO ItemHL2}}
{{KVIO ItemHL2}}
[[Category:Point Entities]]
[[Category:Point Entities]]

Latest revision as of 04:32, 19 May 2025

Source Engine ( General | Half-Life: Source | Black Mesa )
edit
C++ Class hierarchy
CHealthVial
CItem
CBaseAnimating
CBaseEntity
C++ item_healthkit.cpp
Item healthvial.png

item_healthvial is a model entity available in Half-Life 2 series Half-Life 2 series. This item restores a smaller amount of health points for players on pickup.


ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_healthvial 10 Float Amount of health to restore. This amount is unaffected by difficulty settings.

Keyvalues

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

Flags

Start Constrained : [1]
Spawns with motion disabled.

Outputs

Item:

OnPlayerTouch
Fires when the player touches this item. !activator is the player.
OnCacheInteraction
This output fires when the player proves they have "found" this item.
Fires on:
  • Player Touch (whether or not player actually acquires the item).
  • Picked up by +use.
  • Picked up by gravity gun.
  • Punted by gravity gun.