Item healthkit: Difference between revisions

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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{tabs|item_healthkit|goldsrc=1|source=1|main=source}}
{{tabs|item_healthkit|goldsrc=1|source=1|main=source}}
{{CD|CHealthKit|file1=1}}
[[File: item_healthkit.png | right | 300px]]
[[File: item_healthkit.png | right | 300px]]


{{this is a|point entity|name=item_healthkit|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} This item restores an amount of health points for players or {{ent|npc_citizen}}s on pickup.
{{this is a|point entity|name=item_healthkit|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} This item restores an amount of health points for players or {{ent|npc_citizen}}s on pickup.
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__NOTOC__
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==ConVars/Commands==
==ConVars/Commands==

Revision as of 06:09, 1 July 2024

C++ Class hierarchy
CHealthKit
CItem
CBaseAnimating
CBaseEntity
C++ item_healthkit.cpp
Item healthkit.png

item_healthkit is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. This item restores an amount of health points for players or npc_citizens on pickup.


ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_healthkit 25 Health amount Amount of health restored. 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.