Item healthvial: Difference between revisions

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(Don't even ask WTH it is doing in hls.)
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{{this is a|point entity|game=Half-Life 2 series|game1=Half-Life: Source|name=item_healthvial}} This item restores a smaller amount of health points for players on pickup.
{{this is a|point entity|game=Half-Life 2 series|game1=Half-Life: Source|name=item_healthvial}} This item restores a smaller amount of health points for players on pickup.
{{note|Doesn't provide [[VPhysics]] in {{hls|1}}, only [[QPhysics]].}}
__NOTOC__
__NOTOC__


==ConVars/Commands==
==ConVars/Commands==
{{varcom|start}}
{{varcom|start}}
{{varcom|sk_healthvial|10|[[Float]]|Amount of health to restore. This amount is unaffected by difficulty settings.}}
{{varcom|sk_healthvial|10{{hl2}}, 0{{hls}}|[[Float]]|Amount of health to restore. This amount is unaffected by difficulty settings.}}
{{varcom|end}}
{{varcom|end}}


{{KVIO ItemHL2}}
{{KVIO ItemHL2}}
[[Category:Point Entities]]
[[Category:Point Entities]]

Revision as of 07:31, 11 May 2025

Source Engine ( General | Half-Life: Source | Black Mesa )
edit
C++ Class hierarchy
CHealthVial
CItem
CBaseAnimating
CBaseEntity
C++ item_healthkit.cpp
Item healthvial.png

item_healthvial is a point entity available in Half-Life 2 series Half-Life 2 series and Half-Life: Source Half-Life: Source. This item restores a smaller amount of health points for players on pickup.

Note.pngNote:Doesn't provide VPhysics in Half-Life: Source, only QPhysics.


ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_healthvial 10Half-Life 2, 0Half-Life: Source Float Amount of health to restore. 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.