env_beverage
Class hierarchy |
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CEnvBeverage |
effects.cpp
|
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.
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
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 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
.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
- 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