Item healthkit (Black Mesa): Difference between revisions
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Important:In Steam versions of the game, this entity becomes item_healthkit_ragdoll_clone in singleplayer. Attempt spawn this entity in singleplayer via ent_create item_healthkit will work, but the entity itself will not work.
Note:Most objects that inherit class CBasePickup in Black Mesa have the following features:
Important:It must be a ragdoll, otherwise physics will not work for this entity.
Important:Does not disable physics and collision.
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{{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | {{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | ||
{{I|Fall|param=void| | {{I|Fall|param=void|Deattaches this entity if was attached with ''AttachTo'' input, the entity will retain its position before applying this input and will remain stationary until something will hit it.}} | ||
==Flags== | ==Flags== |
Revision as of 23:43, 13 July 2025
item_healthkit
is a model entity available in Black Mesa. It's a big healthkit that restores an amount of health points for players on pickup. For Steam versions of the game, most inputs, outputs and properties are same as CBaseAnimating. For the mod version, most inputs, outputs and properties are same as CRagdollProp.


- They're VPhysics objects (disabled in multiplayer mode).
- Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
- No physics and collision in multiplayer.
- Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).
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CItem_HealthKit |
Keyvalues
- Respawn Time (respawntime) <float>
- Time waited between respawns in multiplayer mode.
- Model (model) <model path> !FGD
- Model to use for this entity.

Outputs
- OnPlayerDenied <void>
- Fires if the player has not picked it up when touched.
- OnPlayerPickup <void>
- Fires if the player picked it up.
Inputs
- AttachTo <void>
- Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in Steam versions of the game only.
- Respawn <void>
- Respawn this entity in multiplayer. Fired by this entity after the amount of time from Respawn Time property.
- Disable <void>
- Make this item invisible and disable the ability to be picked up by players.

- Enable <void>
- Make this item visible and enable the ability to be picked up by players.
- Fall <void>
- Deattaches this entity if was attached with AttachTo input, the entity will retain its position before applying this input and will remain stationary until something will hit it.
Flags
- Start Asleep : [1]
- Motion Disabled : [2]
- Hard Respawn : [4]
- Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
- Silent Pickup : [8]
- Pick up this entity with no sound and HUD animation.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_item_healthkit_value | 25 | Integer | The amount of health to give. |
cl_pickup_colorcorrection | 1 | Bool | Enable/disable color correction when this entity is picked up. |
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_healthkit | 25 | Integer | The amount of health to give. |
cc_pickup_enable | 1 | Bool | Enable/disable color correction when this entity is picked up. |
See also
- item_healthvial - the small healthkit
- item_syringe - the syringe used by npc_human_scientist to heath players