Item battery (Half-Life: Source): Difference between revisions

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m (Classifying as model entity)
(Improved the article with an image of the battery model (which is the same from the original Half-Life) and a description with some extra content based on the other item_battery articles with some KV and O from the FGD)
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[[File:W battery goldsrc.png|thumb|right|200px|Worldmodel.]]
{{CD|CItemBattery|base=CHL1Item|nolink=1|file1=hl1_item_battery.cpp}}
{{CD|CItemBattery|base=CHL1Item|nolink=1|file1=hl1_item_battery.cpp}}
{{This is a|model entity|name=item_battery|game=Half-Life: Source}}
{{This is a|model entity|name=item_battery|game=Half-Life: Source}}
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==Description==
This item charges up the [[item_suit (Half-Life: Source)|HEV suit]] by 15 energy points (regardless of the difficulty setting).
 
The amount of power given by the battery can be changed with the console command <code>sk_battery [int]</code>.
 
This battery is based on the [[item_battery_(GoldSrc)|original battery]] but instead in the {{Source|4}} engine.
 
==Keyvalues==
{{KV Targetname}}
{{KV Angles}}
{{KV Shadow}}
 
==Outputs==
{{O|OnPlayerTouch|Fires when the player touches this object}}
 
[[Category:Items]]
 
== See Also ==
* {{ent|item_suit (Half-Life: Source)}}

Revision as of 14:08, 26 May 2025

Source Engine ( General | Half-Life: Source | Black Mesa )
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Stub

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Worldmodel.
C++ Class hierarchy
CItemBattery
CHL1Item
CItem
CBaseAnimating
CBaseEntity
C++ hl1_item_battery.cpp

item_battery is a model entity available in Half-Life: Source Half-Life: Source.

Description

This item charges up the HEV suit by 15 energy points (regardless of the difficulty setting).

The amount of power given by the battery can be changed with the console command sk_battery [int].

This battery is based on the original battery but instead in the Source Source engine.

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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

Outputs

OnPlayerTouch
Fires when the player touches this object

See Also