func_recharge
func_recharge
is a brush entity available in the Half-Life 2 series. It's a brush-based version of item_suitcharger
.
This entity is also in the code for
. Its functionality is not guaranteed.
ConVars/Commands
ConVar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_suitcharger | 75 (HL2) 30 (HL2DM) | Arbitrary number | Amount of power a normal charger may give. |
sk_suitcharger_citadel | 500 (HL2) 200 (HL2DM) | Arbitrary number | Amount of power a citadel charger may give. |
sk_suitcharger_citadel_maxarmor | 200 | Arbitrary number | Amount of power the suit can be charged to via a citadel charger. |
Keyvalues
VisibleBrush:
- Minimum Light
(_minlight)
<float> - Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name
(damagefilter)
<targetname> - When this entity receives damage, it will filter by this entity.
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.


- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
)
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since
)
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since
) (not in
)
Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
)
- 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in
)
Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in
)
Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in
)
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in
)
Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in
)
- 25:
kRenderFXMax
/Fade Near (removed since) (not in
)
- Todo:what does this do? may be nonfunctional
- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- Shadows
(vrad_brush_cast_shadows)
<integer> !FGD - Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)
<choices> (removed since)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice:
- Maximum Effect Details Level
(maxcpulevel)
<choices> (in all games since)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for

cpu_level
command, the command Effect Details uses.
- Maximum Shader Details Level
(maxgpulevel)
<choices> (in all games since)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for

gpu_level
command, the command Shader Details uses.
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 ShadowDepth
(disableshadowdepth)
<boolean> (in all games since)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since)
- 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.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Disable flashlight
(disableflashlight)
<boolean> (in all games since)
- Used to disable projected texture lighting and shadows on this entity.
Base:
- Collisions
(solid)
<choices> - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
Bug:In
, if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip: Entities transition to the next map with their parents

phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.
Note: This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Think function
(thinkfunction)
<string> (in all games since)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
Flags
- 8192: Citadel recharger
Inputs
Recharge
- Sets charge to maximum.
SetCharge
<integer>- Deprecated. Not present in code. Sets the remaining charge in the charger to the value specified.
Visible Brush:
Alpha
<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
EnableDraw
(in all games since)
- Removes
EF_NODRAW
from the entity.
DisableDraw
(in all games since)
- Applies
EF_NODRAW
to the entity. Note that this is different fromrendermode 10
.
EnableReceivingFlashlight
(in all games since)
- Makes it so that the entity is lit by
env_projectedtexture
s.
DisableReceivingFlashlight
(in all games since)
- Prevents the entity from being lit by
env_projectedtexture
s. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since) (also in
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.



CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
OutRemainingCharge
- Fires once for every single point of power given to the suit. This means it will not fire when the charger is depleted or when the suit is at full power. This output automatically puts the amount of charge remaining in the charger into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnHalfEmpty
- Fires when the "charge left" reaches 50% of its max.
OnEmpty
- Fires when the charger is empty.
OnFull
- Fires when the charger gets recharged to the max.
OnPlayerUse
- Fires when a player
+use
s the entity.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See Also
func_healthcharger
, a version of this entity meant for health.