Func recharge: Difference between revisions
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Important:Unlike its Half-Life: Source counterpart, this entity has no visual indication of when it is depleted.
Code Fix:Do both of the following:
Bug:Killing a charger while it is being used will make the charging sound loop indefintely.
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
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Le Glaconus (talk | contribs) (charging sound bug) |
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{{ | {{tabsBar|main=func_recharge}} | ||
{{CD|CRecharge|file1=hl2/func_recharge.cpp}} | |||
{{toc-right}} | |||
{{for|about=the brush entity|the point entity|<tt>[[item_suitcharger]]</tt>}} | |||
{{this is a|brush entity|name=func_recharge|game=Half-Life 2 series}} It's a brush-based version of {{ent|item_suitcharger}}. | |||
{{stray ent|{{portal}} {{portal2}}}} | |||
{{important|Unlike its [[func_recharge (Half-Life: Source)|Half-Life: Source counterpart]], this entity has no visual indication of when it is depleted. | |||
{{code fix|Do both of the following: | |||
# Add {{code|[[SetTextureFrameIndex]](0)}} to {{mono|CRecharge::Recharge()}} and {{mono|CRecharge::Spawn()}} | |||
# Add {{code|[[SetTextureFrameIndex]](1)}} to {{mono|CRecharge::Off()}} | |||
This will make all textures on the brush with the [[List Of Material Proxies#Entity integration|ToggleTexture]] material proxy use frame 0 when charge is remaining, and frame 1 when the charger is depleted.}}}} | |||
{{Bug|[[Kill|Killing]] a charger while it is being used will make the charging sound loop indefintely.|hidetested=1}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{Brush rendering note}} | |||
{{KV Targetname}} | |||
{{KV|Deathmatch recharge delay|intn=dmdelay|integer}} | |||
==Flags== | ==Flags== | ||
{{fl|8192|Citadel recharger}} | |||
==Inputs== | ==Inputs== | ||
{{I|Recharge|Sets charge to maximum.}} | |||
{{I|SetCharge|deprecated=1|param=int|Not present in code. Sets the remaining charge in the charger to the value specified.}} | |||
==Outputs== | ==Outputs== | ||
{{O|OutRemainingCharge|Fires once for every single point of power given to the suit. This means it will not fire when the charger is depleted or when the suit is at full power. {{outadd|the amount of charge remaining in the charger}}}} | |||
{{O|OnHalfEmpty|Fires when the "charge left" reaches 50% of its max.}} | |||
{{O|OnEmpty|Fires when the charger is empty.}} | |||
{{O|OnFull|Fires when the charger gets recharged to the max.}} | |||
{{O|OnPlayerUse|Fires when a player {{ent|+use}}s the entity.}} | |||
==ConVars/Commands== | |||
{{varcom|start}} | |||
{{varcom|sk_suitcharger|75 (HL2) 30 (HL2DM)|Arbitrary number|Amount of power a normal charger may give.}} | |||
{{varcom|sk_suitcharger_citadel|500 (HL2) 200 (HL2DM)|Arbitrary number|Amount of power a citadel charger may give.}} | |||
{{varcom|sk_suitcharger_citadel_maxarmor|200|Arbitrary number|Amount of power the suit can be charged to via a citadel charger.}} | |||
{{varcom|end}} | |||
==See also== | |||
*{{ent|func_healthcharger}}, a version of this entity meant for health. |
Latest revision as of 14:38, 16 May 2025
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CRecharge |
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This article is about the brush entity. For the point entity, see item_suitcharger.
func_recharge
is a brush entity available in Half-Life 2 series. It's a brush-based version of item_suitcharger.


- Add SetTextureFrameIndex(0) to CRecharge::Recharge() and CRecharge::Spawn()
- Add SetTextureFrameIndex(1) to CRecharge::Off()

Keyvalues

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Deathmatch recharge delay (dmdelay) <integer>
Flags
- Citadel recharger : [8192]
Inputs
- Recharge
- Sets charge to maximum.
SetCharge <integer >- Deprecated.
Not present in code. Sets the remaining charge in the charger to the value specified.
Outputs
- OutRemainingCharge
- Fires once for every single point of power given to the suit. This means it will not fire when the charger is depleted or when the suit is at full power. This output automatically puts the amount of charge remaining in the charger into the parameter box for inputs, if the mapper does not override the parameter with something else.
- OnHalfEmpty
- Fires when the "charge left" reaches 50% of its max.
- OnEmpty
- Fires when the charger is empty.
- OnFull
- Fires when the charger gets recharged to the max.
- OnPlayerUse
- Fires when a player +uses the entity.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_suitcharger | 75 (HL2) 30 (HL2DM) | Arbitrary number | Amount of power a normal charger may give. |
sk_suitcharger_citadel | 500 (HL2) 200 (HL2DM) | Arbitrary number | Amount of power a citadel charger may give. |
sk_suitcharger_citadel_maxarmor | 200 | Arbitrary number | Amount of power the suit can be charged to via a citadel charger. |
See also
- func_healthcharger, a version of this entity meant for health.