env_beverage
Jump to navigation
Jump to search
Note:These are not used for the vending machines in
Half-Life 2. Those are done with a func_button and point_template.
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 ItemSoda.Bounce soundscript and associated audio files should also be provided, which plays every time the soda can thinks.
Note:In
Black Mesa this entity is replaced with env_dispenser.
![]() |
---|
CEnvBeverage |
![]() |
env_beverage
is a point entity available in all Source games. It is a
Half-Life legacy entity: the beverage vending machine. This entity dispenses soda cans when used.




models/can.mdl
by default.In most games except



Additionally, the ItemSoda.Bounce soundscript and associated audio files should also be provided, which plays every time the soda can thinks.


Keyvalues

The six flavors of soft drinks in
Half-Life: Source.

- 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
- Capacity (health) <integer>
- Number of cans in the dispenser. Default 10 (0 is treated as 10).
- Beverage Type (beveragetype) <integer choices>
- Which skin to use for the spawned can. Vanilla
skins described below:
- "Coca-Cola" - A lime green can with what appears to be half a kiwifruit pictured, labelled "HAI !".
- "Sprite" - A brown can with yellow droplets pictured, labelled "GLUB".
- "Diet Coke" - A red/blue can with red berries pictured, labelled "GRAPE".
- "Orange" - A blue and green can with a lighter blue face pictured, labelled "GUTHRIE".
- "Surge" - A dark green can with darker coloured ends, labelled "YUCK".
- "Moxie" - A yellow/orange can with a fiery effect, labelled "DANTE".
- Random - One of the first 6 skins found in the MDL will be chosen at random.
Note:While skin 6 cannot be selected, skins 7 and higher can. Only skins 0-5 will be used by "random", however.
Inputs
- Activate
- Same as Use. Dispenses a can