Func healthcharger: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(visiblebrush)
(updates)
Line 5: Line 5:


==Keyvalues==
==Keyvalues==
{{KV|Minimum light level (_minlight)|string|Shine at least this much light on the brush}}
{{KV visiblebrush}}
{{KV visiblebrush}}
{{KV BaseEntity|base=1}}
{{KV BaseEntity|base=1}}
Line 14: Line 13:


==Outputs==
==Outputs==
{{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|OutRemainingCharge|param=float|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. {{outadd|the amount of points remaining in the charger{{confirm}}}}}}
{{IO|OnPlayerUse|Fired when the player tries to {{ent|+use}} the healthcharger.}}
{{IO|OnPlayerUse|Fired when the player tries to {{ent|+use}} the healthcharger.}}
{{O BaseEntity}}
{{O BaseEntity}}

Revision as of 12:24, 9 September 2018

English (en)Translate (Translate)

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

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

Keyvalues

Red x.png
This template (and its redirect) is Wikipedia icon Deprecated. Its use is not recommended and its functionality may be compromised.
Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.
Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.


Inputs

SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place


Outputs

OutRemainingCharge <floatRedirectInput/float>
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. This output automatically puts the amount of points remaining in the charger[confirm] into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnPlayerUse
Fired when the player tries to +use the healthcharger.


See Also