Env beverage: Difference between revisions
		
		
		
		
		
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| {{ | {{languageBar}} | ||
| {{TabsBar|main=Env beverage}} | |||
| {{CD|CEnvBeverage|file1=effects.cpp}} {{ent not in fgd}} | {{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]]. | {{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]]. | ||
| {{Note|These are not used for the vending machines in {{hl2|2}}. Those are done with a {{ent|func_button}} and {{ent|point_template}}. | {{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}}. | |||
| }} | |||
| ==Keyvalues== | ==Keyvalues== | ||
| [[File:Soda can skins.png|thumb|The six flavors of soft drinks in {{hls|2}}.]] | [[File:Soda can skins.png|thumb|The six flavors of soft drinks in {{hls|2}}.]] | ||
| {{KV Targetname}} | {{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|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:}} | {{KV|Beverage Type|intn=beveragetype|integer choices|Which [[skin]] to use for the spawned can. Vanilla {{hls}} skins described below:}} | ||
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| 	input Activate(void) : "Dispense a beverage." | 	input Activate(void) : "Dispense a beverage." | ||
| ] | ] | ||
| <syntaxhighlight> | </syntaxhighlight> | ||
Latest revision as of 23:18, 28 May 2025
|  Class hierarchy | 
|---|
| CEnvBeverage | 
|  effects.cpp | 
env_beverage  is a   point entity  available in all  Source games. It is a
 Source games. It is a  Half-Life legacy entity: the beverage vending machine. This entity dispenses soda cans when used.
 Half-Life legacy entity: the beverage vending machine. This entity dispenses soda cans when used.
 Note:
Note:
- These are not used for the vending machines in  Half-Life 2. Those are done with a func_button and point_template. Half-Life 2. Those are done with a func_button and point_template.
- This uses  models/can.mdlby default.
 In most games except Half-Life: Source, Half-Life: Source, Half-Life Deathmatch: Source, and Half-Life Deathmatch: Source, and Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present. Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present.
 Additionally, theItemSoda.Bouncesoundscript and associated audio files should also be provided, which plays every time the soda can thinks.
- Still exists in  Black Mesa, but is deprecated by env_dispenser. Black Mesa, but is deprecated by env_dispenser.
Keyvalues
 
  The six flavors of soft drinks in  Half-Life: Source.
 Half-Life: Source.
 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. parentnameortarget).
 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  skins described below: skins described below:
- "Coca-Cola" - A lime green can with what appears to be half a kiwifruit pictured, labelled "HAI !".
- "Sprite" - A brown can with yellow droplets pictured, labelled "GLUB".
- "Diet Coke" - A red/blue can with red berries pictured, labelled "GRAPE".
- "Orange" - A blue and green can with a lighter blue face pictured, labelled "GUTHRIE".
- "Surge" - A dark green can with darker coloured ends, labelled "YUCK".
- "Moxie" - A yellow/orange can with a fiery effect, labelled "DANTE".
- Random - One of the first 6 skins found in the MDL will be chosen at random.
 
 Note:While skin 6 cannot be selected, skins 7 and higher can. Only skins 0-5 will be used by "random", however. Note: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."
]



























