func_healthcharger

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Revision as of 07:26, 9 May 2025 by SirYodaJedi (talk | contribs) (Created page with "{{tabsBar|main=func_healthcharger}} {{CD|CWallHealth|nolink=1}} {{this is a|brush entity|name=func_healthcharger|game=Jabroni Brawl: Episode 3}} A brush-based version of {{ent|item_healthcharger}}. Unlike its {{hl2}} and {{hls}} counterparts, it contains all the keyvalues and I/O from its model-based counterparts, as well as a few additional values. ==Keyvalues== {{Brush rendering note}} {{KV Targetname}} {{KV|Deathmatch recharge delay|intn=dmdelay|integer|nofgd=1|How l...")
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func_healthcharger is a brush entity available in Jabroni Brawl: Episode 3 Jabroni Brawl: Episode 3. A brush-based version of item_healthcharger. Unlike its Half-Life 2 and Half-Life: Source counterparts, it contains all the keyvalues and I/O from its model-based counterparts, as well as a few additional values.

Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
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

Deathmatch recharge delay (dmdelay) <integer> !FGD
How long to wait before automatically refilling this health charger.

Inputs

Recharge <void>
Recharge to full
SetCharge <void>
This sets the remaining health in the charger to whatever value you specify.

Outputs

OutRemainingHealth <floatRedirectOutput/float>
Fires once for every single point of health given to the player. That means it will not fire when the charger is depleted or when the player is at full health. This output automatically puts the amount of points remaining in the charger[confirm] into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnHalfEmpty <void>
Fired when the charger reaches halfway depletion.
OnEmpty <void>
Fired when the charger is depleted.
OnFull <void>
Fired when the charger is recharged to full.
OnPlayerUse <void>
Fired when the player tries to +use the healthcharger.

See also