item_sodacan
Class hierarchy |
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CItemSoda |
effects.cpp
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item_sodacan
is a point entity available in all Source games except Strata Source. It's a soda can that falls out of env_beverage
, healing 1 hit point when touched.
Note:This uses
In most games except Half-Life: Source, Half-Life Deathmatch: Source, and Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present.
Additionally, the
models/can.mdl
by default.In most games except Half-Life: Source, Half-Life Deathmatch: Source, and Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present.
Additionally, the
ItemSoda.Bounce
soundscript should also be provided, which plays every time the soda can thinks.Contents
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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)
<angle> - 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.
Studiomodel:
Shadow:
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See also
FGD Code
Add the following entry to the bottom of base.fgd to place soda cans directly in the map:
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) studio("models/can.mdl") = item_sodacan : "Beverage; heals 1 HP."
[
skin(choices) : "Beverage Type" : 0 =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
]
modelscale(float) : "Model Scale" : : "A multiplier for the size of the model."
lightingorigin(target_destination) : "Lighting Origin" : : "Name of entity (not info_lighting!) from which to sample lighting instead of this entity's origin or $illumposition."
disableshadows(choices) : "Disable Shadows" : "" : "Used to disable dynamic shadows on this entity." =
[
"" : "No"
1 : "Yes"
]
disablereceiveshadows(choices) : "Disable Receiving Shadows" : "" : "Prevent the entity from receiving dynamic shadows on itself."=
[
"" : "No"
1 : "Yes"
]
shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity."
// Inputs
input skin(integer) : "Changes the model skin to the specified number."
input DisableShadow(void) : "Turn shadow off."
input EnableShadow(void) : "Turn shadow on."
input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
// Outputs
output OnIgnite(void) : "Fired when this object catches fire."
]
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