Func healthcharger: Difference between revisions

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{{hl2 brush|func_healthcharger}} A brush-based version of <code>[[item_healthcharger]]</code>. Despite that, it appears to be missing many of the functionalities that would be expected to exist, even enabling/disabling functionality.
{{lang|Func healthcharger}}
{{note|A name can be added by adding the 'targetname' keyvalue using SmartEdit, as Valve's FGD is missing the Name field.}}
{{hl2 brush|func_healthcharger}} A brush-based version of {{ent|item_healthcharger}}.


{{in code|class=class_c_wall_health.html CWallHealth|file=item__healthkit_8cpp-source.html hl2_dll\item_healthkit.cpp}}
{{code class|CWallHealth|item_healthkit.cpp}}


==Keyvalues==
==Keyvalues==
{{KV|Minimum light level|string|The minimum level of ambient light that hits this brush.}}
{{KV|Minimum light level (_minlight)|string|Shine at least this much light on the brush}}
{{KV Parentname}}
{{KV BaseEntity|base=1}}
{{KV Origin}}
{{KV Global}}


==Inputs==
==Inputs==
{{I Parentname}}
{{I BaseEntity|prel4d=1|base=1}}


==Outputs==
==Outputs==
{{IO|OutRemainingCharge|Fires once for every single point of health given to the player. The means it will not fire when the charger is depleted or when the player is at full health.}}
{{IO|OutRemainingCharge|Fires once for ''every single'' point of health given to the player. That means it will not fire when the charger is depleted or when the player is at full health.}}
{{IO|OnPlayerUse|Fired when the player tries to +USE the healthcharger.}}
{{IO|OnPlayerUse|Fired when the player tries to {{ent|+use}} the healthcharger.}}
{{O BaseEntity}}


==See Also==
==See Also==
*<code>[[func_recharge]]</code>, a version of this entity meant for suit power.
*{{ent|func_recharge}}, a brush-based recharger meant for suit power.

Revision as of 19:03, 8 September 2018

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Template:Hl2 brush A brush-based version of item_healthcharger.

C++ In code, it is represented by theCWallHealthclass, defined in theitem_healthkit.cppfile.

Keyvalues

Minimum light level (_minlight) ([todo internal name (i)]) <string>
Shine at least this much light on the brush


Inputs

Outputs

OutRemainingCharge
Fires once for every single point of health given to the player. That means it will not fire when the charger is depleted or when the player is at full health.
OnPlayerUse
Fired when the player tries to +use the healthcharger.


See Also