Func recharge (Half-Life: Source): Difference between revisions
		
		
		
		
		
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Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
		
	
SirYodaJedi (talk | contribs) m (→Outputs)  | 
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==Outputs==  | ==Outputs==  | ||
{{  | {{O|OutRemainingCharge|param=float|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}}}}  | ||
== See also ==  | == See also ==  | ||
* <tt>[[func_healthcharger (Half-Life: Source)|func_healthcharger]]</tt>, a version of this entity meant for health.  | * <tt>[[func_healthcharger (Half-Life: Source)|func_healthcharger]]</tt>, a version of this entity meant for health.  | ||
Latest revision as of 09:56, 21 April 2025
| CRecharge | 
func_recharge  is a   brush entity  available in 
 Half-Life: Source. This is the HEV suit charger which gradually replenishes suit power on use, until empty or the suit is at full power.
This entity should be textured with a material using the ToggleTexture material proxy. Frame 0 is used when there is charge remaining, and frame 1 is used when the charger is depleted.
Keyvalues
- 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 
- Deathmatch recharge delay (dmdelay) <integer>
 
Outputs
- OutRemainingCharge <float>
 - 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.
 
See also
- func_healthcharger, a version of this entity meant for health.